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Warhammer 40,000 LouisvilleWargaming.com Campaign Packet 2014 Raid on Kastorel-Novem Last Updated: 2013.12.7

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Warhammer 40,000

LouisvilleWargaming.com Campaign Packet

2014 Raid on Kastorel-Novem

Last Updated: 2013.12.7

The 2014 campaign for Warhammer 40k will be using the Forge World Imperial Armor 8

campaign entitled: The Raid on Kastorel-Novem, published in 2010.

This book will form the framework for the storyline of the campaign but will be adjusted as

required. For example, in the campaign the imperials are defeated and run off the planet, but

when we run it, that may not be the case!

This event is a narrative campaign, not a competitive league or a tournament. It is important

to note the difference between the two. Players that sign on to participate in this campaign are

implicitly agreeing to adhere to the spirit of the campaign when playing and creating army lists.

This will be discussed further on in the packet below.

Background

The campaign details the retreating ork forces from the Rubicon system that fell back in defeat

after the imperial forces retook the world. However, while the orks failed to hold the world,

they were able to obtain the xenos artifact and take it with them. This gives the ork faction the

ability to wield the ancient ctan held prisoner within the artifact as an instrument of war.

The imperium strikes out for the world of Kastorel-Novem to deal with the ork menace once

and for all. Their primary goals are to corner the ork threat on the planet and exterminate

them. The chaos forces are unknown currently to the imperial forces, as are the tyranid forces

which the orks have ridden down onto the planet (because you know… why not? More fighting

for everyone if the bug boyz are involved!)

The eldar have formed an alliance with their dark brothers and with the tau empire to retrieve

the artifact housing the C-Tan that the orks liberated from Rubicon last year.

Forge World

Forge World units and characters marked as 40k approved are allowed. No experimental rules

unless cleared ahead of time (noted in this document which at this current time is none). The

correct model must be used (or a conversion that resembles the correct model) and a copy of

the latest rules must be on hand for the unit or model.

Factions

At the center of the campaign rest the factions. Players will be assigned a faction depending on

their army. Total factions will be created depending on participation and can be adjusted as

the campaign goes on depending on new player participation and drop outs as needed.

The campaign is team-based and factions will win or lose as an entire faction, not as individuals

within.

At the minimum, there will be three factions fighting on Kastorel-Novem: The imperials,

consisting of all imperial-based armies, the orks who are defending the world, and the third

party mercenaries which are there for their own purposes.

The ork faction may possess other races as well to even numbers out.

Each faction will have a faction leader assigned who will be responsible for coordinating faction

strategy and logistics.

War Zones

As the campaign involves several groups, there will be war zones assigned to each player. This

will help in scheduling games and trying to keep players that tend to play at one store together

for the scheduled portion of the cycle. A war zone is another word for a gaming venue.

Order of Operations

The campaign lasts for six months, from January 2014 through June 2014. For the first five

chapters, each player will have a scheduled game against an opponent. This game can be

played anytime before the campaign day of the month and can be played anywhere the players

agree to play.

The last Saturday of the month will be campaign day, which is a meeting of every player in the

campaign despite their war-zone to come together and do battle. Campaign-day battles are

often team affairs, and venues will be rotated through as the campaign goes on based on their

ability to hold everyone.

We will try to facilitate players that cannot make campaign day or cannot make the time due to

work (such as holding a few players for a later time that day to meet up)

Campaign day battles are worth more battle points than one on one scheduled battles.

The final chapter is simply a campaign day battle to determine the victorious faction.

Missions and scenarios will be appended to this document as the campaign progresses.

League Fees and Awards

Each player is responsible for a $10 campaign fee. This helps pay for the website as well as pay

for the awards.

An overall trophy will be given to the player who has earned the most battle points from the

winning faction. The top players from the other factions will receive a consolidation trophy.

Each player on the winning faction will receive a plaque.

Plaques will also be given for: Best Sportsmanship (group voted) and Best Painted (group voted)

Army Codices

The latest army codices will be used. In the case of a new codex, the newest codex will be used

at the next campaign day. As most codices are released at the beginning of the month, this

gives enough time for the players to go over the new rules.

Battle Points

Player standings are based off of their battle points earned in games. Scheduled games earn 3

battle points per win and 1 per draw. Campaign day battles have various objectives that can

increase the battle points gained to 5 points. Battle points earned go straight to faction battle

points, and the faction that earns the most battle points in a chapter, wins the chapter and any

benefits that that may grant.

Player Armies

Players are expected to play the same army throughout the campaign. However, if they wish to

change armies, they may do so, but forfeit their battle points earned up to that point.

Supplements & Expansions

As Games Workshop has now started with the supplements for 40k, it is important to note how

they can be worked into the campaign. For campaign purposes, if you wish to use a

supplement (ex: Black Legion or Iyanden Eldar) that is perfectly fine, but will be the army you

stick with for the duration of the campaign.

For Forge World purposes, a supplement is synonymous with its parent codex for what may

bring a Forge World unit. For example, a chaos war engine that states may be chosen by

Codex: Chaos Space Marines would also be allowed to be fielded in a Black Legion supplement

force. An eldar unit would be allowed to be fielded in an Iyanden army, etc…

For right now the following are universally allowed and accepted to be used (some of this is

duplicated from above)

The core 40k rulebook

Any 40k army codex’s latest ruleset (hard copy)

Any digital army list such as Sisters of Battle or the Inquisition. Please bring a copy of

the rules with you

Any forgeworld unit or character marked 40k approved. No experimental rules and for

clarification: no super heavy anything in normal games of 40k

Black Library Datasheet Characters such as Be’lakor. This does NOT include

FORMATIONS

Stronghold Assault Supplement – contains all of the rules for the current fortifications

out right now. No super heavy fortifications may be used in non-apocalypse games.

Games-Workshop is on a rules-writing tear lately, putting out a lot of material. If a book or

supplement is NOT listed on the above list, consider it not allowed until reviewed.

Knowingly excluded rules: Warhammer Escalation. Rules for including super-heavies and

FORMATIONS in normal games of 40k will not be used in this campaign.

If there is any confusion on what is allowed, please ask.

Stronghold Assault Updated Building Rules

To keep track of which side currently controls a building, use the following guidelines. These

updates allow b uildings to fire their emplaced weaponry and be attacked in turn by enemy

units, even if they are unoccupied. They also facilitate the capture of fortifications by enemy

forces.

At the start of the game, all fortifications that are buildings that were bought as part of a

player’s army are claimed by owning player, while all dilapidated buildings are

unclaimed.

A claimed building is part of the controlling player’s side and will remain so even if it

becomes unoccupied, until the building is destroyed or claimed by an enemy unit

If a unit embarks within an unoccupied building OR move onto the battlements of an

unoccupied unclaimed building, they capture and claim it and it becomes part of that

unit’s side until it is destroyed or recaptured

Claimed Buildings – a claimed building gains the sentry defence system special rule. A building

with this rule can use automated fire against enemy units, even if it is unoccupied. In addition,

enemy units can shoot at and charge a building with this rule, even if it is unoccupied.

Unclaimed Buildings – An unclaimed building follows all normal rules for buildings and so

cannot fire any weapons or be targeted by any players’ attacks. Most of the time, unclaimed

buildings will also be dilapidated fortifications and will not be able to normally be able to fire

weapons anyway unless you and your opponent agree otherwise.

Victory Conditions – Fortifications do not count for victory points or determining if a side is

wiped out

Occupying Fortifications – Jump infantry and Jet pack infantry can embark inside fortifications

that are buildings.

Battlements – This update changes battlements from being treated as separate buildings and

instead treats them as the top level of ruins. This update means that the rules for multi part

buildings no longer apply to battlements.

Battlements are one large access point for their building, meaning that a unit inside can

disembark onto the battlements or embark from them

Jump units, jet pack units, jetbikes, and skimmers do not need to take dangerous terrain

tests for starting or ending their move on a battlement

If a template or blast weapon hits a unit on top of a battlement, that battlement’s

building also suffers a single hit

Gun Emplacements on Battlements – Gun emplacements can be purchased as upgrades for

many fortifications and can either be placed on top of a battlement or as a freestanding

weapon on the battlefield. An emplacement on a battlement counts as an additional emplaced

weapon. A weapon placed elsewhere uses the normal rules for gun emplacements (p.19)

Assaulting From Fortifications – Fortifications that are buildings have the Repel the enemy rule.

Models disembarking from Access points on a building can charge on the turn they do so, even

on a turn the building is destroyed. Models using an escape hatch upgrade may not make use

of this special rule. Designer note: this change allows units sheltering within a building to

disembark and charge the enemy on the same turn, sallying out to engage the foe in close

combat.

Fortification Damage – If a fortification that is a building suffers a penetrating hit, then in

addition to any other effects, roll a D6 and consult the updated building damage table below.

Add 1 to each roll by a weapon with AP2, +2 if the weapon is AP1, deduct 1 from each roll if the

building has the Mighty Bulwark Special rule.

If any wounds are allocated to an occupying unit as a result of hits on the building, these

wounds are allocated using random allocation.

Updated Building Dmg Rules

0-1 Breach – Armor Value reduced by 1 for rest of battle. This is cumulative.

2 Tremor – If occupied the soldiers inside can only make snap shots next turn. If an occupying unit abandons the building in their next turn they can only disembark 3” instead of 6”.

3 Partial Collapse – Occupying unit D6 S6 AP- hits ignore cover rule. Emplaced weapons only use snap shots next turn.

4 Structural Collapse - 2D6 S6 AP- hits ignore cover special rule. One emplaced weapon randomly destroyed, the rest can only fire snap shots the next turn.

5 Catastrophic Breach – AV reduced by -3 for rest of battle (cumulative). One random emplaced weapon destroyed, the rest can only fire snap shots the next turn

6 Total Collapse – Building is destroyed. All weapons and battlement upgrades destroyed. Each unit on battlement takes D6 S6 AP- hit ignore cover save. Units inside take 2D6 S6 AP- hits with ignore cover save rule and must disembark from building. Any model that cannot disembark is destroyed. Units on battlement and those that disembark must make pinning check. Building is left on table but cannot be occupied. The roof no longer counts as a battlement and uses the rules for a ruin.

7+ Detonation – Building destroyed, all weapons and battlements destroyed, each unit on the battlement takes 2D6 S6 AP- hits with no cover save rule and must move 6” off the battlements, which is not slowed by difficult terrain. Any model that cannot move off the battlement is removed as a casualty. Occupying units take 4D6 S6 AP- hit with no cover save allowed, must disembark. Models that cannot disembark are removed as casualties. Both must make pinning checks. Building is then removed and replaced with wreckage (area terrain) or a crater of the same size if you have one.

Campaign House Rules

The goal of the campaign is to minimize the number of house rules that are introduced into the

group. These house rules are mostly to help preserve narrative.

As this is a narrative campaign and not a tournament or competitive league, players are

requested to keep their army builds to match that. However, some hard rules have been added

to help enforce the most common grievances in army building to keep the builds competitive,

yet friendly enough for a narrative campaign. There are builds that are meant more for the

tournament-hall and not for a campaign, and most of that is left up to the players to police.

No dual force org may be used unless your faction earns the award to field dual force

org

Orks armies may field necron C-Tans (as elite choice, max 1) in normal games and may

field Necron Tesseract Vault to represent the artifact won during the Rubicon campaign

Fliers or flying monstrous creatures are limited to one per 1000 points of the army

No non-troop choice may be duplicated more than twice. Ex: a space marine army may

not field three vindicator tanks. A tau army may not field three riptides. A chaos space

marine army may not field three helldrakes, etc. This restriction is raised to three

duplicate items should your faction unlock dual force org charts. Dedicated troop

transports are also not affected by this limitation.

To further clarify, this duplication restriction is for a UNIT ENTRY in the codex. For

example… a riptide is a unit entry in the Tau codex. You can only take two of them.

However, if there is an HQ choice that is also a riptide, that does not count against the

limitation as a Tau Riptide HQ choice is NOT a normal riptide entry.

Triple clarification – units that can count as troop choices count as troop choices if taken

as a troop. This means they are exempt from this duplication rule. Ex: Plague Marines

are troop choices if a chaos army is led by a chaos lord of nurgle. They are normally

elites, however if they occupy a troop choice they are exempt so long as they are in the

troop slot of the Force Organization Chart of your army roster.

Chaos helldrakes lose their FAQ addition that gave them the TURRET rule.

Only one special/named character may ever be fielded in your entire force and must

reside in your primary detachment. Special characters from Forge World may be used

so long as they are marked as 40k approved.

Allies may be used. However, ally charts are tweaked a little to support our narrative

and to disallow combinations that do not make narrative sense:

o Tyranids may ally with Imperial Guard as Battle Brothers to signify a Gene Stealer

cult

o Grey Knights are desperate allies with necrons like the other space marine

chapters, not bro-fisting them.

o Allies should be limited to the armies in your faction. There should be no tau

allying with Blood Angels when those are two opposing factions.

Terrain:

o Map terrain will be listed per month. This will include number of terrain that

should be used and types.

o If map terrain cannot be used, use the method set forth in the rulebook by

default. (roll D3 pieces per tile)

o Fortifications are set up by the controlling player AFTER normal terrain is laid

down and table sides are established.

To encourage painting, a fully painted unit (all models painted with at least three colors,

to not include primer, and based with flock) receives a free re-roll that may be used

anytime during the game. This re-roll is used to re-roll an entire set of D6 (artillery dice

are not D6). The entire roll must be re-rolled, not just parts.

How Does it Work?

This campaign system has evolved over the past fifteen years and is designed to accommodate

several shortcomings that many campaigns suffer from. The biggest issues addressed are:

Players quitting before the campaign finishes, throwing off the numbers

Map Campaigns suffering from players quitting, locking up the map and causing it to fail

Campaigns getting too complicated with their rules and special enhancements, which

few bother to use

One side or the other steam rolling the other in the beginning, causing the other side to

quit before the campaign finishes due to feeling that the campaign is hopeless

You will be assigned a faction that makes narrative sense. There will be no marines fighting

marines or things of that nature. You fight as a faction. Players can come and go as they wish,

but factions remain.

There will be maps displayed but this is not a map campaign. Map campaigns are a lot of fun,

but require a lot of logistics that the size of our group makes impossible to carry out. Map

campaigns also suffer from one or two players commandeering the map, which causes others

to drop out due to lack of interest.

The special rules and considerations are kept at a minimum. While we have tried in the past to

use an elaborate experience system where units could be modified and updated, in the end we

discovered that

Most players ignored it

The book keeping was a giant pain in the ass

The simpler the rules, the better.

Match making will be done in two ways. You will be assigned a scheduled game for the month.

This game must be played before that month’s campaign day and can be played anywhere, at

any time. Match making is typically done based on your standings. Players with a lot of wins

will typically be paired up against other players with a lot of wins, just as players with moderate

records will be paired, and players with a lower amount of wins will be paired. The intent is to

keep the games good for all involved and to make the matches exciting affairs.

During campaign day, your faction will BID on which armies are paired together, which armies

are fighting each other, and potentially which enemy armies will be paired together. There is a

form of strategy involved in creating pairs and gives the factions more control over their own

destiny.

This year we will also have a few campaign days that feature different battles to choose from!

Missions and Scenarios and Armies

A variety of missions will be played out, testing various skills. There will be missions that come

straight out of the general six missions from the main rulebook. There will be narrative

scenarios pulled from the rulebook or from other supplements. There will be city fight battles.

There will be an apocalypse battle. Refer to this document during each chapter to see what

missions can be generated.

Orks – The primary antagonist of this campaign. The orks are defending this world which they

stole from the Imperium. They have a makeshift fleet near the world which blockades many

attack vectors and will need dealt with.

Imperials – Taking the form of any space marine or Imperial Guard army, the Imperials are the

primary protagonist in this campaign. Their goal is to scatter the remnant of the ork army that

has fled from the Rubicon system. They are spearheaded by the Raven Guard chapter and

Elysium Drop Troop regiments as well as a full battle fleet.

Chaos – The machinations of the chaos forces from Rubicon have bled to Kastorel-Novem.

Where Typhus waged war on Rubicon, other chaos warlords have moved their twisted fleets

into Kastorel space. The world is not their concern, rather it is the defeat and humiliation of the

Raven Guard chapter as well as the destruction of Imperial forces on world. They are a hidden

ally of the orks.

Tau – The tau are present in system to aid the people of Kastorel-Novem in an effort to absorb

them into their empire. This means that they could be allies of either the imperials or the orks,

depending on what will further their cause more.

Eldar / Dark Eldar – The eldar are present in pursuit of the xenos artifact that the orks retrieved

from Rubicon. The danger that the artifact possesses is too great to allow in any hands,

particularly those that are green and reckless. The Eldar wish to lock the artifact into a

warpgate for eternity… the Dark Eldar wish to liberate it from the greenskins to use it to bring

war to the galaxy…

Necrons – The ancient necrons have similar designs to the eldar. They are in the system to

retrieve their artifact and punish those that took it; imperial or orks it matters not to them. A

second faction of necrons may be present to aid the imperials or orks… ancient rivals of the

main necron force.

Tyranids – The Hive Fleet, dubbed Maurice by Imperial Command, is a forward pod that the

orks hope to use to their advantage… of course Orks never think much and they haven’t

thought about what will happen once the tyranids are on their world…

Battle Fleet Gothic

This campaign involves using Battle Fleet Gothic in addition to Warhammer 40,000 battles.

Players may opt to play BFG battles or not play them; these games do not affect personal

standings.

This also applies for players that only wish to play BFG games but not play any Warhammer

40,000 games.

Battle Fleet Gothic games will add points to a faction’s overall score for a chapter, and may

provide benefits or penalties to a faction during a campaign day game.

Players wishing to use proxies for BFG ships are free to do so as long as the scale is being

adhered to with models from games like Firestorm Armada.

Sportsmanship and Player Conduct and Army Lists

Our group consists of several smaller player groups from across a large area. Players will likely

encounter players that they don’t normally have the opportunity to play against, and this is the

point of the campaign group. Sometimes, however, personalities clash and that is to be

expected in any group of people.

Players are expected to adhere to common courtesy and basic sportsmanship rules while

participating in this group. Most of these things are basic common sense. If you ever

encounter a player whose personality does not mesh well with yours, let the coordinator know

offlist.

A second issue of contention is the atmosphere and game style of this campaign. While this

campaign is not a tournament or a tournament league, we have set forth guidelines to restrict

most of the gregariously broken elements of the game. That being said, Warhammer and

Warhammer 40,000 are notoriously not a balanced game, and gaming the game is fairly easy to

do. We depend on our players to police themselves.

While constructing army lists, instead of going for the most optimal killing machine possible,

consider toning it down a notch. Hard lists can still be made without resorting to a min/max

style list. This is a friendly match event as opposed to a win at all costs style tournament.

The flipside of this is calling cheese on another player. Please do not do this. This is a form of

poor sportsmanship. Most lists can be countered. Before claiming something is overpowered,

try to find a way to counter it. There are plenty of people in the group that are good at figuring

these kinds of things out, and are more than willing to help players out.

If the list you would bring to a tournament would be considered an “A” list, and the list you

would bring to teach others how to play and for fun would be considered a “C” list, bring a “B”

list to the campaign. This will have some hard elements in it but at the same time also have

some “for fun” elements in it.

Expect strong opposition, and most importantly have fun. That is why we play these games.

Forging the Narrative

Throughout the campaign, there will be a master pdf file of the entire narrative of the campaign

events, written from the perspective of the imperium and eldar. Every player is welcome to

contribute to this story.

There will be one or two “Forging the Narrative” events during the campaign. This will be

announced ahead of time and consists of penning a short story of between 1000 and 5000

words for the campaign narrative. Players receive extra battle points for their personal

standings for this contribution.

The first “Forging the Narrative” event takes place before the campaign starts, and the topic

will be about the player’s force.

Campaign Summary

Chapter I - Drop Site X & G

Chapter I opens up with a naval assault by the Imperial fleet as they move into position over the

continent containing the heart of the greenskin threat. Drop Sites X and G have been laid out

for the initial assault. Should the naval battle succeed, the Imperials will have a clear window

for dropping their troops. Should the naval battle fail, the imperials will have some of their

troops shot down while descending.

The battles in Chapter I are Planetary Strike missions. The chapter concludes with one of two

battles at Campaign Day:

Drop Zone X, which is an ork construction site amidst a ruined town or Drop Zone G which is a

kill point patrol sweep.

Optional Battle: Battle Fleet Gothic Fleet Engagement over the Planet

Chapter II – Drop Site X & Fuel Dump

During this chapter, the landing force at Drop Site X is attacked by an ork counter offensive.

The imperial force retreats deeper into the ruined town, and must escape the ork offensive.

Meanwhile, the second battle takes place a few kilometers north with a space marine attack on

one of the ork’s main fuel depots. The attack takes place at night with the marine objective

being to destroy the majority of the site’s fuel tanks.

The scheduled battles in Chapter II come straight from the main rulebook and are standard.

Chapter III – Skalk’s Offensive

This chapter sees the first of two apocalypse battles take place in the middle of the engagement

map. Taking place amidst ruined buildings and workshops, the orks launch a massive assault,

mustering all of their forces in the area to drive back and out the imperial elements.

The scheduled missions here are precursors to the massive apoc battle and are a mixture of

standard and narrative battles.

Chapter IV – Highway Battles

After the massive offensive of Chapter III, one side or the other will be in retreat. The attacking

force will be pushing the defenders in an attempt to destroy crucial elements of their enemy,

weakening them further.

The campaign battle will feature a quick “Road Battle” which is a 500 point fast attack game

taking place on a highway, followed up by a regular team battle. The winner of this chapter will

gain flanking elements in the next chapter.

Chapter V – The Trap Closes

The side losing up to this point unleashes a trap upon the enemy’s main command elements.

Victorious elements from Chapter IV make their presence known here.

Optional Battle: A Battle Fleet Gothic naval battle occurs to wrest control over the planet, and

gain advantages in the final battle.

Chapter VI – The Final Battle

The final battle is a massive apocalypse game. Depending on the previous battles, each side will

have benefits and disadvantages. The side that has planetary naval superiority will gain

additional bonuses.

The winner of Chapter VI is the ultimate winner of the campaign. Who will it be? Will the orks

succeed in blunting the Imperial offensive, or will the Imperials manage to wrest control of the

mining world? Or will a different faction emerge victorious?

Terrain Generation

The planet of Kastorel-Novem is largely desert broken up by mesas and mining equipment.

When generating terrain for your games, either abide by the recommended terrain layout given

for a special scenario, or use the following chart and lay out the terrain in a way demonstrative

of a realistic looking landscape (doing things like placing buildings, rivers, or other features off

to the side out of the action makes their presence largely useless, for example, and should be

avoided)

Note that this will generate a wide possible variety of terrain setups. Some of these may

benefit you, others may not be so beneficial; you can’t always guarantee that the landscape will

favor you and nor should every battle take place on the same layout or number of terrain

pieces.

Each player or team should roll a D6. Add the result together and consult the below table to

see what type of terrain should be placed. (and remember, fortifications in this campaign are

placed after terrain has been generated). This method will be used for any battles that do not

have a described terrain layout in their mission briefing

2D6 Result Terrain Generated

2 Salt Plains – The area is mostly devoid of any features entirely. The land stretches on for kilometers in every direction with little to break up the monotony. There are a couple of gently sloping hills, a pair of cracks in the earth which are dangerous terrain when attempting to cross them or within 6” of them, and an abandoned ork vehicle that broke down long ago.

3 Vashudi Lake Bed – This was once a deep and beautiful lake. Now all that remains of it is the cracked remains of its pale silt bed. The lake bed itself occupies much of the table, but the surrounding areas by the table edges are taller as it bowls in. To represent this, add several hills on the perimeter of the table so that the overall shape represents a somewhat ovoid shape. The orks have built a couple of ramshackle shanties on the lake bed and there should be a ruined vehicle or two in the area. Ruined vehicles can be any type of

40k vehicle or a civilian vehicle like a pickup truck, etc.. 4 Carter’s Point – This long stretch of dusty highway stretches off north to south

with little else to interrupt it. The highway is placed in the middle of the table. There are three hills on the table as well, spread out roughly equidistant from each other. A couple of abandoned vehicles sit on the highway. There are a couple of buildings alongside the road (a fueling station and the remnants of a tavern). Most of the terrain / cover is therefore in the center of the table whereas the areas beyond the road are open. Powerline towers would also be present if available in your terrain collection.

5 Ork Shanty Town – A highway cuts across the table here, across either the left flank or the right flank (4’ long total). If using a battleboard, that would be across the pair of 2x2 squares that sit to the left or to the right of the center 2x2 squares. This essentially cuts the table in two pieces, one thin and the other fat. Place four buildings near each other on the center 2x2 squares near the road. Place a pair of hills on the table, one on the thin area of the table on the opposite side of the road, and the other off in the distance behind the four buildings. Place two or three wrecked vehicles near the town. Place an area terrain piece that counts as a pile of junk away from the four buildings. This pile of junk will block line of sight and count as dangerous terrain to anything trying to pass through it. Power line towers could also be present.

6 Mining Outpost – This area was a mining outpost. There should be three or four hills placed around the area, and a piece of terrain in the middle of the table which represents the entrance to the mine. A light fence of some kind can go around this area to represent a “parking lot” and discarded mining equipment and wrecked vehicles should be spread across the table (four or five vehicles is about right). Two pieces of area terrain representing junk and debris should be placed on the table, which provide cover and block line of sight. This counts as dangerous terrain as well when trying to move through it.

7 The Fields of Kastorel-Novem – This desert battle takes place near a ruined town. There are three large hills spread across the table. Two segments of obstacles have been set up as hasty defensive structures, each representing roughly 12” of linear terrain. The orks have also moved a couple of wrecked vehicles into defensive place. Two ruined buildings sit on the table, each one blocking line of sight as well as counting as ruined pieces that can be garrisoned. The ruined buildings count as dangerous terrain. Another pile of detritus and scrap sits as area terrain blocking line of sight through it and counting as dangerous terrain. None of these sit on

the perimeter of the table, they should be at least 12” in. 8 Air Raid – This table consists of an airfield. A large runway runs down the length

of the table. Three large buildings are near, air traffic control with radar dishes and things of that nature. Two linear obstacles, each 12” long are set up as fortifications, and a single hill sits in the corner of the table. An aircraft sits on the runway, which can provide cover to advancing troops. A pair of fortified anti-air guns exist, each one next to a building or on top of the building. These can be manned and count as a twin linked Icarus lascannon. Two sets of craters scar the runway. These are difficult terrain and can be used as cover by troops.

9 Railhead – This table represents a railhead where the orks load supplies and manufactured weapons onto railcars where they are shipped across the planet to other destinations. There is a moderate amount of vehicles scattered across the table as well as three large buildings that block line of sight. The orks have fortified two of the three buildings and there are gun emplacements (trenches, pillboxes, etc) next to those buildings. If available, lay down a set of railroad tracks (or two) that terminate at a building in the center. If not available, lay down a highway. There should be train cars or trucks present for cover on this road. Two areas of terrain representing piles of crates and supplies block line of sight and are impassable.

10 Supply Outpost – This military outpost is girded with supplies and ammunition. Place three hills in various places on the map, not closer than 12” to each other. A large fortified building sits within 12” of a table edge. Three other smaller buildings sit in closer proximity of each other, representing supply connexes. Three sets of linear obstacles sit near the area and there are a handful of vehicles on the table representing unmanned ork or imperial vehicles. Place another set of two small buildings on the opposite table edge with another set of obstacles measuring roughly 12”.

11 Town – The remnants of an imperial town decay here under the sun. While not a city fight table, there are a great number of buildings and terrain pieces here. There should be avenues, statues, and ruined buildings plentiful which block line of sight. Buildings are dangerous terrain. There are also several hills on the table as well as many ruined wrecked vehicles.

12 Deitrus Yard – This scattered area is filled with garbage, junkers, and ruined buildings. Very little ground is open. Place four hills on the table and then 75% of the table should be covered with area terrain pieces, junked vehicles, and linear

obstacles. This is used as a junkyard by the orks and barring the scenario not normally a defensible position. A ruined bunker sits in the center of the table, which counts as a fortified building though any guns it may have had are long gone. Area terrain in this yard is all considered dangerous ground. Not every piece of area terrain needs to have any stacks of garbage on it, for it could also be a junk pit covered over by sand that units can fall through.

December 2014 – Preseason and Battle Fleet Gothic

December will launch preseason battles which will not count for battle points but will be a good

time to train and prepare for the landings which begin in January.

Battle Fleet Gothic matches will begin. Players will be allowed three games against three

different opponents, squaring off in 500 point cruiser engagements (as detailed in the main BFG

rulebook). Each win is worth 1 naval victory point (for a max of 3).

Upon entry into the system, the ork fleet is not expecting conflict and are scattered. The chaos

ships are cloaked amidst several asteroid belts in the system and the naval battles being fought

will be amidst small pockets of cruisers while the main battle ships move into striking position.

The faction whose navy prevails in chapter I will have achieved planetary superiority and will be

in position to reinforce their ground forces with either more troops or with an offensive

bombardment. This decision will be made by the controlling faction at the beginning of the

campaign day battle (Saturday January 25th, 2014)

+200 points to the faction with most naval points, +100 points to the faction with 2nd

most naval points

Planetary bombardment by the faction with the most naval points

Bombardment is D6 + objective count large blast markers that are scattered as the

controlling player wants. These are S9 AP3 Pinning. Defenders going to ground count as

pinned in the first turn. Cover saves may be taken against these attacks. Any shots

landing on open ground may have crater terrain put on them after the attack is

resolved, which counts as difficult terrain and provides cover per normal craters.

Chapter I – Raven Drop and War Begins

Imperial forces are moving ships into position over the planet to launch a fast drop assault on the orks

below. They are led by Captain Korvydae of the Raven Guard space marine chapter, who are

spearheading the assault along with volunteer battle companies from the Ultramarines, Dark Angels,

and Blood Angels chapters. Backup

support from several Imperial Guard

regiments has been granted and approved

as well and the majority of those are from

the Elysium Droptroop brigades which will

be dropping alongside the space marine

battle companies.

The ork forces on the planet are unaware

of the impending invasion, though will

quickly mobilize their forces for a good

fight. Unknown to them, the remnants of

the chaos forces from Rubicon are also

present on their world and are using the

orks as a shield wall in an attempt to

retrieve the eldar artefact for their own

uses as well as to strike out at the imperial

attackers and draw blood where they can.

The remnants of the chaos armies are largely those from Typhus’ scattered band which fled after he was

atomized by the Ultramarine Titan on Rubicon as well as the Fallen Dark Angels.

The eldar and tau alliance are at this point relatively unknown and are using the element of surprise to

their advantage. This cover will not last long.

Last, unbeknownst to any of the factions, the orks thought it was a good idea to ride some tyranid

infested asteroids into the planet for some practice killing things. This plan has gone a bit awry as the

tyranids have bred quickly in the past few weeks since the orks executed this bit of strategy, and

imperials and eldar alike will notice some hive chimneys on the horizon denoting that the world may

already be doomed…

During this chapter, Imperials will always be considered the attackers, and the chaos and ork forces will

always be considered the defenders. The eldar and tau will be considered attacking if faced against

chaos or orks and defending if facing imperials.

Orks should always be matched up against imperials as much as possible.

Chapter I Special Rules

The following special rules apply to all battles fought in Chapter I. To represent landing forces, some

Planetstrike rules will be followed.

The attacker may always choose to deploy is infantry, jump infantry, jetbikes, monstrous

creatures, and vehicles with the Deep Strike rule by Deep Strike

Any attacking units deploying via deep strike that also already have the deep strike special rule

may assault on the turn that they enter play. Note that units entering play from a deep striking

vehicle do not count!

All attacking units start in reserve. Attacker and defender enter the table on a 3+ on turn 1, and

on a 2+ in turn 2. If they have not come out by turn 3, they come on the table in turn 3

automatically. Attacking units enter play from their drop zone. Defenders come in from a

random table edge (1-2 the zone opposite the attacker’s table edge, 3-4 any table edge touching

the attacker’s drop zone, 5-6 from the attacker’s drop zone) unless the scenario dictates

otherwise (as in the first game)

All units count as scoring in chapter I for missions using objectives

Battle 1 – Drop Zone X – Sword Force Assault

This battle is what all scheduled battles will utilize. It details the assault on Drop Zone X, one of two

primary assault zones that the Imperials have. The second will be fought during campaign day.

The attack begins upon a Gargant construction site. Unknown to the imperials, the ork bosses are

present at the site overseeing the latest work. The ork bosses will quickly gather their work gangs in the

area to counter attack, and the longer the fighting goes on, the more orks will flood the combat zone

eager to get into a brawl.

The imperials are trying to establish a base of operations here, while the orks sheer numbers are going

to attempt to push them back and out of the landing zone and force them to withdraw. This battle will

affect February’s scenarios, as if the imperials are withdrawing the orks will have a chance to launch a

counter assault.

For the sake of other armies participating, Imperials are considered the attacking force, and orks are

considered the defending force, so adjust the names accordingly to your game.

Size – Both armies will be composed of 1,500 points.

Terrain – ruined buildings, wrecked industrial equipment, storage tanks, pipes. A few ork buildings

scattered about, scrap piles and discarded garbage that can provide some cover. The tabletop should be

represented with liberal amounts of scrap providing light 5+ cover.

Deployment – The orks deploy first. All of the ork troop choices start the game on the table (these

represent work teams, scavenging through the scrap and ruins unaware that a big battle is coming their

way – boy will they be happily surprised!)

They can be placed anywhere on the table except within 24” of the attacker’s short table edge. No ork

unit can be within 12” of another ork unit, because they would be on der patch! The rest of the ork

army (ie all the HQ, elites, fast attack, and heavies) start the game in reserve.

The attackers deploy as laid out in the special rules for chapter I.

Reserves – Ork reserves enter from random points around the board edge. Roll for each unit.

Victory Conditions – There are three objectives on the table. One is held in each deployment zone, and

the third is in the center of the table (so the ork deployment zone will have two of the objectives).

Whoever holds the most objectives wins.

Victory Gains – If the attackers win, they will gain the Strategic Redeployment asset in the April apoc

game. If the defenders win they will gain the long range Ack-Ack from the Gargant construction site in

the April apoc game.

If the game is a draw, neither side gains anything.

Campaign Day – Saturday January 25th, 2014

Battle 2 - Drop Zone G – Dagger Force Screen

The campaign battle for January is set to be held at Pet Shop Comics and details the second drop attack

that the Imperials launched a few klicks from Drop Zone X.

This battle will be a team battle, and will use Strategem Points based on the Planetstrike book The

number of strategems available will depend on how the initial war has gone.

Each faction will get one stratagem to start. Imperials gain an additional stratagem for having the

initiative (and winning the campaign last year), and the faction that has naval superiority will receive an

additional stratagem. The list of strategems and their effects will be found in the Planetstrike book and

will not be listed here due to copyright issue.

Players may buy the stratagem(s) that they wish before the battle starts.

This battle forms the backbone of the northern screening force, and is responsible for conducting fast

patrol sweeps and establishing a stop-line to prevent ork reinforcements from reaching the main battle

zones from the north and east. As the landing zones south gather pace, more orks will be racing

towards these and it is imperative that they be stopped here.

Terrain: This will be more open terrain, with a few ruined buildings and a few scattered piles of scrap. It

will largely favor a shooting force as there will not be as much cover.

Deployment – The imperials will deploy first. All

attacking HQ, Elite, and Fast choices start the game

on the table. Any troop or heavy choices start the

game in reserve. They are placed anywhere in their

deployment zone (a space the width of the table

and 18” in)

The defenders deploy next. All HQ, troop, and fast

start the game on the table. Their deployment

zone is 6” in from their table edge. Any elite

choices start the game in reserve. When they

arrive from reserves, roll a D6.

Any attacking unit that has the Deep Strike rule may deep strike as normal, and may assault on the turn

that they deep strike per the rules laid out above for Chapter I.

Victory Conditions – There will be three objectives on the table, represented by a piece of terrain. These

objectives are each worth a victory point. Additionally, a point will be given for Slaying the enemy

Warlord (one for each)

Victory Gains

The side that wins Chapter I gains the Flank March strategic asset to use in the April Apoc game. They

will also gain an additional +250 points for that battle.

Note that this is separate from winning Battle 1, which will be tallied by the submitted scores before

campaign day begins.