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Warhammer 40,000 Campaign Weekend
“The time of the Conjunction is at hand”
Hurtling through the warp, its Gellar Field crackling blue with the effort of holding back the manifold energies of the Empyrean, the Emperor Class Battleship ‘Enduring Flame’ swept down the invisible currents of warp space towards its final destination. Within the quiet darkness of his sanctum, Gabriel Silence poured over the streams of vox traffic gathering from Erythema, Castra, and Belicos. His chief savant, Alectsander, had devoted fifteen of his seventeen computation drones to the task and together they were wading through the dataload like experienced fishermen dividing the catch into the worthy and the worthless. But as thorough as they were, what Silence was looking at was the unwinnowed catch. He dipped into it like a waiting bird, snatching titbits and sampling them for usefulness. The picture he was slowly assembling was particularly grim: the various Imperial forces across the sector were divided and pulling in a thousand different directions. He briefly studied a missive from an Astartes commander urging the Imperial Guard on Caustus to pull back and leave the work of war to his chapter. Such arrogance was a burden of many Astartes and often seemed a relic of the times of the Heresy. He marked the name of the chapter and commander for future review. Another communiqué from a Guard Lord Commander advocating combating the brutish orkish hordes on Bullus by drowning them in the bodies of the Imperial Guard. Such a flagrant waste of resources was unacceptable, not to mention counter-productive to the overall war effort given the effect such losses would have on morale throughout the sector. He quickly made a note to himself to draw up paperwork showing the true value of the guard forces in the sector at this time. To train and prepare an Imperial Guardsman took many months, not to mention the cost of equipping them. It had long seemed obvious to him that while stirring rhetoric could drive a Guardsman to death or glory; nothing really reassured him quite so much as knowing how highly the Imperium valued him. He dipped again into the datastream again and again, hooking wriggling morsels of comm traffic to dissect on his screen. Each piece he examined was worse than the one that had gone before; Scald was a seething warzone as the orkoid and archenemy forces ripped one another apart for the spoils of their conquest. Splinter waaarghs had spilled over onto Bullus and Caustus, while cults to the Hand that Guides had risen up on Erythema and Belicos and sworn fealty to the archenemy. The pernicious Tau had corrupted the citizens of a world in Falco’s Reach and led them in an uprising against the Throne. Millions of refugees were flooding into the worlds of the Reach, and reports of Eldar pirate raiders savaging the refugee convoys were rising by the micron. As the data streamed before him, a thought began to coalesce into a decision. Rising from his desk, he hurried to the outer chamber. He passed by two of his retinue sitting at their leisure in the outer suite and, taking in his mood, they quickly swept to their feet and unsnapped the covers on their holsters. He waved them to seal their weapons once more, but did not turn round to check if they had. Striding down the corridors of his mighty transport he came eventually to a great archway filled with the sonorous chanting of a thousand voices raised into praise to Him on Earth. Turning into one of the side chapels, he pushed aside the heavy velvet curtains and strode into the Astropathica. Dark pews laden with thick cables ran the length of the chapel, and at the far end a high pulpit stood over the ranked pews. Astropath adepts sat in the pews, their eyes rolled back unseeing, their lips moving endlessly as information spewed out of their minds and into the waiting datalooms.
Stood in the high pulpit, Master Natallus kept watch over his flock. As the Inquisitor entered his sanctuary, he descended on unsteady legs, supported by a bone cane carved from the leg bones of the last Master Astropathica and scrimshawed with canticles of faith. "My lord?" Natallus croaked from a ravaged throat. Though he was barely thirty years old, the stresses of the warp had already crippled his body. "Do you need my services once more?" “Indeed,” Silence nodded, “I need missives sent to Lord Commander Morgan, Cardinal Lynch, Master Hieronymo of the Argent Blades Chapter, and one other recipient.” Natallus bowed an acceptance and took the slips of vellum from the Inquisi tor’s hand, passing them to a sub-functionary who distributed them and began the task of leading the choir in the prelude arias to transmission. As the music of the spheres began to build behind them, Natallus turned back to his master and bowed once again. “To whom should the last missive be sent my lord? If you will tell me the last recipient, I will instruct the choir in their task?” Silence stepped forward and grasped his servant firmly by the chin. Peeling back the silken hood that shrouded his face, he fixed Natallus with a piercing gaze with his good, right eye. “I am afraid that will not be possible Master Astropath. The last message I must send to the recipient myself.” Natallus twitched and tried to look away, to pull his face from Silence’s grasp but remained transfixed by the force of the Inquisitor’s gaze. “I… I don’t understand my lord…” he whispered. “I do not need your understanding Master Astropath,” Silence said in leaden tones “only your compliance. For what it is worth, this gives me no pleasure. Know only that it serves the Holy Throne.” Then Silence opened his left eye, and the warp poured out of it and into Natallus. As the astropath’s soul burned, Silence used the fires of its passing to cast a message out across the void. “Indarian… Indarian… Indarian… Thrice I name you Farseer. Thrice I call you. The fate of our two races hangs in the balance once more. I have read the signs and seen the portents. The conjunction has come to the worlds you once called Ellandrathel. The Triskaidekion is at hand. Indarian… I am forming a Council to stand against the Darkness. I beseech thee, come. I summon you to form with me, a Council of Light.”
As these last thoughts left Silence’s mind, dark smoke began to pour from every orifice in the doomed astropath's face. With a cry of anguish from the other astropaths in the room Master Natallus burst into greasy multicoloured flames, collapsed to the floor of the nave and began to shriek atonal harmonies that caused the glass candlebells to burst one after another, and the woodwork of the pews to begin to sweat dark beads of blood. Drawing a steel needle-tipped rod from the skirts of his longcoat, Silence lashed out at the burning astropath, meaning to put an end to his suffering. But even as he drove the silver tipped iron into his dying servant’s chest, the burning cadaver rose shakily to its feet and, unaided by the bone cane in it’s hand, began to shuffle towards Silence, its arms reaching for the Inquisitor. As it did so, it spoke in a dry, rasping voice that the Inquisitor knew only too well.
“You cannot stop the conjunction, little mortal man. Thirteen times thirteen times thirteen stars align and the Hand that Guides shall lead the way. The time of men shall end and the champions of the Gods shall rise and claim their due. And I shall lay your head at the foot of my Master’s throne, Gabriel Nathaniel Ichabod Silence! And your soul shall burn, as you have burned this puppet’s soul here this day! Your suffering shall last an eternity as the Triskaidekion burns bright in the heavens, and all the walls of creation come burning DOWN!!!!”
Silence stepped to one side, and his two warrior acolytes took his lead and let slip their bolt pistols, hammering round after round into the flaming corpse. Still it came on, a hideous rictus grin suffusing its face. Silence muttered a curse at the fact he had not thought to bring more men, and then cursed aloud as the undead astropath swept a hand wreathed in bilious green flames towards his face. Dropping to the ground he rolled to one side, then rolled again as a blazing foot hammered into the ground where he had been lying not a moment before. Something clattered off to his side and his hand reached out to grasp it before he quite knew what it was. The astropath's bone cane with its carved prayers and scenes of devotion felt flimsy in his hand yet somehow right. Standing again he swung it two handed at the blazing apparition and was rewarded by a ghastly scream of agony by whatever was animating it as the holy words seared its flesh. As suddenly as they had begun, the multicoloured flames guttered out, and the ruined body dropped steaming to the ground. All across the sanctuary the other astropaths fell silent and dropped motionless to the ground. Panting slightly, Gabriel Silence turned to his two warriors and motioned to the dead astropath. "Burn that, then void the ashes into space. Alert me when the other astropaths are recovered and awake once more. I must find out how much of my message has been sent." So saying he walked slowly but steadily from the chapel, his servant's bone cane still clutched in one hand.
Welcome! Thanks for entering the Spiky Club’s 13th SVA Warhammer 40,000 campaign event. SVA is on the weekend of the 23rd & 24th March 2013, held at the Post Office Sports and Social Club, Richfield Ave, Reading, RG1 8EQ. Minimum entry age is 16. Entry is £30, and includes food on both days. Please let us know if you have any special dietary requirements. Please make cheques payable to the Spiky Club, and post to: Spiky Events, 221 Thirlmere Avenue Tilehurst Reading RG30 6XG Alternatively you can pay by Paypal at firstname.lastname@example.org. Please also e-mail your army lists to - email@example.com - and give an indication (if you wish) of which of the three factions you want to fight for (see below for further details on army lists and these two Forces). Time Table SATURDAY 09:00 Registration Faction Organisation Election of Officers War Council Phase Game 1 Starts Game 1 Ends Lunch Break Painting Judging War Council Phase NEWS FROM THE FRONT Game 2 Starts Game 2 Ends War Council Phase NEWS FROM THE FRONT Game 3 Starts Game 3 Ends FINAL NEWS FROM THE FRONT OF THE DAY
SUNDAY 09:00 09:30 10:00 12:30 Registration War Council Phase Game 4 Starts Game 4 Ends Lunch Break War Council Phase NEWS FROM THE FRONT Game 5 Starts Game 5 Ends FINAL NEWS FROM THE FRONT Awards
13:15 15:45 16:00
The Campaign The weekend will follow the desperate struggle for control of several of the worlds in the Punic Sector. Following on from the catastrophic loss of the Blitz World, Scald, the planets of the Reman sub-sector have collapsed into all out war. From the howling maelstrom of the Poison Worlds innumerable legions of damned and blasphemous soldiers pour into Imperial space, while from the cold, dark stars of The Graveyard an ancient evil rises to threaten the living. Opportunistic Eldar privateers, brutal Ork warlords and the sly, conniving forces of the Tau gather around to tear apart the carcass of the human worlds and claim whatever they can This campaign will write the narrative of the Punic worlds. At the end of the campaign, which worlds have been conquered, which worlds have been plundered and which have weathered the storm will be decided purely on the results of the games fought this weekend. The campaign will involve a variety of different missions and environments of play. Hopefully these will pose some interesting challenges; these will be detailed in a separate pack that will be available to read both before the campaign weekend and on the day of the campaign.
Here’s how it works:
Start of the Campaign The campaign will be composed of three factions: The Council of Light The Council was formed by Inquisitor Silence to effectively prosecute the war against the enemies of mankind in defence of the Punic Sector. Silence gathered together those individuals that he trusted most to best defend the sector, though of course the trust of an Inquisitor is not an easily quantified resource.
The Hands of Darkness Whereas the patrons of the Council were brought together by a mutual sense of duty, the foul champions of the Hands of Darkness were dragged together by the twisted machinations of the Fateweaver; the Oracle of Tzeentch. Their fates tied to the great Triskaidekion, they will stop at nothing to see the conjunction devour the worlds of the Punic Sector. The Lords of War. From the cold wastes of the Graveyard they come, and from the burning sands of Scald. From the dark spaces between the stars and the distant reaches beyond the galaxy’s rim they come. Warlords and witch-kind; pirates and parasites; the scavengers that lurk at the edge of the firelight of mankind’s Imperium and wait for signs that it is beginning to falter, to drag it down and murder it out in the darkness. These are the Lords of War. You can indicate a preference for one of these in advance, but you’ll actually sign up for one of them on the day when you register. When you arrive on the Saturday you’ll be teamed up with the rest of the group of players who make up your faction. We anticipate that this will be approximately 15 players per side but if necessary we may have to ask people to switch factions to help balance numbers. Each faction is in turn made up of a number of different Patrons, whether that’s the disparate Imperial Commanders on the Council of Light, or the lone rogues that make up the vicious Lords of War. Once you have registered for your faction, each of you individually then need to pick a Patron – a leader whose goals you will champion throughout the course of the campaign. At the end of this campaign pack in Appendix 1 there is a list of the various Patrons of the Punic Sector and their different special rules. Each player should pick their own Patron, though there is nothing to stop several players from picking the same Patron. Each faction must also appoint a number of officers (ideally by some democratic method involving people volunteering and voting on who they want, but if all else fails, drawing straws, rolling for it or engaging in impromptu duels is also acceptable! These officers will be: - Lord Commander – this role carries the greatest responsibility. The LC is responsible for allocating his faction’s forces each round; deciding which army to send on which missions, and what resources to give them. - Remembrancers – each faction ideally needs three of these. They are responsible for collecting the data from their faction’s games and delivering them to the Organisers. More than that, they are tasked with noting down any particularly noteworthy or generally awesome moments from the faction’s games to be recorded in perpetuity! - Quartermaster – each faction will be awarded resource points as they achieve objectives, win games, and conquer worlds. These can be traded in for unit upgrades, special units or specialist gear. The Quartermaster is responsible for spending the resource points for his faction then delivering these upgrades to his LC to allocate as he sees fit.
Before Each Game Before each battle there will be a fifteen-minute “war council period” during which you and the other players in your faction will have time to discuss the disposition of your forces. The Organisers will announce which planets are available to attack and you should then discuss amongst yourselves which planets you want to attack. The LC can then allocate players to attack different worlds, or focus all his forces on one planet if he so wishes. Each planet will have a specific bonus associated with controlling it, so choose wisely! Or you can stand around and talk geek, duck out for a smoke, or prop up the bar then quickly scrabble for who is playing where after the fifteen minutes are up – it’s your call! Once players have been allocated to a particular target world, they then have the opportunity to challenge players from other factions to a game – this is to allow people who particularly want to fight against one opponent the opportunity to do so. After all challenges have been made and accepted (hurrah!) or declined (boo!) then the Organisers will match up anyone who doesn’t have an opponent by allocating them one from amongst the players who also don’t have an opponent. If there are any issues in this regard, please speak to one of the Organisers. Talk to your opponent and choose what size game you want to play – 1750, 2250, or Kill Team. Let the Organisers know and we will try to accommodate you. The Organisers will also then allocate players to tables based on what size game they are playing and hand out Mission Sheets for the next round. Read through the Mission sheet, show you opponent your army list so that there are no misunderstandings, and briefly discuss what each piece of terrain represents. The Mission Sheet you have been allocated will set out all of the circumstances for the game you will play. Additionally the LC will have a variety of secret mission objectives, which he may allocate to players to complete, and some special resources he can parcel out to assist in these objectives. Any additional special mission objectives you have been set will be detailed on the mission slip provided by your LC. After the Game At the end of the game, record the number of campaign points you have won on the record slip you will be given, together with how many victory points of your opponent’s army you killed out of how many (so amount killed/size of army), and what planet(s) you were each fighting for. Campaign Points: 1 CP For each Enemy Independent Character killed. 1 CP For each Monstrous Creature Character killed. 1 CP For killing the enemy Warlord 1 CP For each Structure point taken from an enemy Super Heavy vehicle. 1 CP For each wound taken from an enemy Gargantuan Creature. 1 CP For completely wiping out an enemy force.
5 CPs For successfully completing the mission set you. 10 CPs For each Secret Mission completed. Any additional campaign points as specified in your Patron’s special objective. Additional campaign points may be awarded for any particularly awesome moments reported by the Remembrancers. At the end of each round the results from each battle will be passed up to the organizers by the Remembrancers and the results will be tallied to determine who currently has control of each planet. At the end of the weekend the faction that controls the most planets will be declared the winners and overall rulers of the Punic Sector!
Awards: There will be an award for the player in the winning faction who has killed the most enemies (determined using the victory points percentage of each army killed), an award for the player who was the most sporting, and an award for the player with the best-presented army. Sportsmanship: At the end of the tournament everyone will vote for their best opponent, then their second and third best. You will fill out a small slip ranking your top three opponents (this is not to say that the other two opponents might not also have been sporting, but the top three should be the standouts). Each ranking will then receive points (10 for most sporting, 5 for second and 3 for third) and these will be added together to hopefully indicate a winner. In counterpoint, if any player’s conduct is such that it displays poor sportsmanship or has a detrimental effect on your enjoyment of the weekend, please speak to one of the Organisers privately and this will also be taken into consideration. Missions: The missions will be summarised in a further downloadable pack, Appendix 2, which will be prepared between now and the date of the campaign weekend, and available to download in advance on the Spiky Club website so that you can peruse the missions before the weekend, and maybe get some practice games in on some of the more obscure ones. Lunch: We will be ordering sandwiches from Pierre’s again. This year, instead of ordering individual sandwiches though, to make things simpler we will be ordering a bunch of fried chicken sandwiches, and a bunch of bacon and brie as they were the most popular from last year. If you have any special dietary requirements (e.g. you’re veggie) let us know and we’ll sort out separate sandwiches for you.
Army Selection Each player will need to bring at least three different army lists – this is slightly different to last year in that you only need to bring three army lists, but can bring up to five if you wish to specialise your armies. These lists can be as similar or different as you wish, you just need to be able to cover the different scenarios you may be called upon to play. All lists must be selected from the same codex though, except for any Allies chosen using the usual Allies rules. You will need 1. A 1750-point list chosen using the standard force organisation chart. 2. A 2250-point list chosen using the standard force organisation chart, however within this points allowance you may take a single super-heavy vehicle or gargantuan monstrous creature (up to a value of 800 points). You must still fill the compulsory 2 Troops and 1 HQ on the force organisation. This superheavy choice does not use up any slot on the force organisation chart, but it cannot be counted as a scoring unit at all. If you do choose to take a superheavy choice, you may only take a maximum of 2 Heavy Support and 2 Elite choices. If you do not take a Super Heavy or Gargantuan creature then you may take an additional Heavy Support and Elite choice, to help you combat the other forces’ Big Monsters and Huge Tanks! Additionally, in either case, you may take any of the formations designed to be used in games of Apocalypse - only those published by Games Workshop or Forgeworld though, not any you have made up yourselves! Please note that none of the Strategic Assets will be used during these games so you will only receive any special rules stated in the datasheet, not any of the rules granted by a strategic asset. 3. A 400-point Kill Team force chosen using the restrictions set out below. You may also bring if you choose 4. A 1750-point list chosen using the Attacker’s force organisation chart from Planetstrike (if you don’t have a copy of this book handy, it is the same as the standard chart, save that you may take up to 3 HQ choices and 6 Elites choices). 5. A 1750-point list chosen using the Defender’s force organisation chart from Planetstrike (if you don’t have a copy of this book handy, it is the same as the standard chart, save that you may take up to 3 HQ choices and 6 Heavy Support choices). Armies must be chosen subject to the following restrictions, duplicated from the Bristol Vanguard Vanquish Tournament Rule Pack with their kind permission – Do not duplicate an HQ unit; Include no more than 1 Special/Named Character that occupies an HQ slot, and no Special/Named Characters may be taken as part of an Allied Detachment’s HQ; Include no more than 2 of the same Elite units; Include no more than 4 of the same Dedicated Transports, and no more than 2 if the Transports have a front armour value of 14;
Include no more than 2 of the same Fast Attack units; Include no more than 2 of the same Heavy Support units; Include no more than 2 of the same vehicle type with a front armour value of 12 and above, assigned into a Squadron; Include no more than 2 Flyers/Flying Monstrous Creatures.
Unit types are considered the same/duplicated even if they are given different weapons/wargear upgrades and occupy separate entries in a Force Organisation slot, such as Dreadnought, Land Raider and Leman Russ variations. You may vary the units chosen as much as you like between these different army lists. All armies must be fully painted with their bases done. Fully painted is a minimum of three different colours over the entire model, with the bases done as well. Undercoat does not count as a minimum colour. Non-GW models can be used. No published material other than the main army books and the Imperial Armour books are allowed, with the exception of the Sisters of Battle list and Codex Daemons’s supplement from White Dwarf, which is allowed, and the Nightspinner for the Eldar codex. Any codex released after the 1st March 2013 will not be allowed. Where codices have been updated, e.g. Chaos, the most up to date codex is the only one permitted. Please ensure that you have also checked any published FAQ for your codex as a result of the release of 6th edition. Rules noted as “experimental” or “requiring opponents‟ consent” are not permitted. Super heavy vehicles and mass point bearing vehicles & creatures (e.g. the Ork Squiggof or Imperial Baneblade) are not allowed except in the stated 2000-point army list. Units and army lists contained within the Forgeworld books are permitted provided they are stamped 40K (no Primarchs!!!) and not experimental rules. Please note that certain pieces of equipment are only to be used within the relevant Forgeworld army list and as such cannot be taken unless the entire army is chosen using that army list. E.g. the Hades Siege Drill may only be taken in a Death Corp of Krieg army as set out in Imperial Armour VI. Kill Team A kill team force is chosen within the following restrictions: a) No more than 400 points. b) No more than 1 HQ (which cannot be a special character). All other models can only be chosen from the Elites, Troops, and Fast Attack options. c) No more than one Heavy weapon and one Template weapon (these can be one and the same). d) No model may have psychic powers. e) Neither bikes nor Jetbikes may be taken. f) No fewer than 5 models and no more than 20 models. g) No more than 1 model with an armour value, which cannot total more than 36 points of armour total.
h) No more than 3 models with multiple wounds. i) No more than 1 monstrous creature. All other restrictions are waived. So if, e.g., you want to take a space marine scout, a devastator with a heavy bolter, two tactical marines, an apothecary and a terminator sergeant, then you can as long as you follow the above restrictions. Specialists: You may pick up to three individual models in your force as being “Specialists” that benefit from one of a number of special rules. These specialists and the rules they have must be declared on your army list, as should which model represents them – in fact it would be cool if the model was converted in some way to make it stand out easily! You may only give one of the following rules to any one Specialist and all specialists in your force must pick a different one (e.g. – you may not have two Specialists who chose the Tank Hunters rule). The Special Rules they may pick from are- Adamatium Will, Armourbane, Blind, Counter Attack, Crusader, Eternal Warrior, Fear, Fearless, Feel No Pain, Fleet, Fleshbane, Furious Charge, Hammer of Wrath, Hatred, Hit and Run, It Will Not Die, Monster Hunter, Move Through Cover, Night Vision, Preferred Enemy (Everything!), Rage, Rampage, Relentless, Shred, Shrouded, Skilled Rider, Stealth, Strikedown, Stubborn, Tank Hunter. For details of what these special rules mean, check on pages 32-43 of the Warhammer 40,000 Rulebook. Army Lists Army lists need to be submitted in advance, one week before the campaign at the very latest. You need to bring a copy of your army lists to the campaign as well so that each opponent can see what you army consists of before each round starts. Your list must include all of the models in your army, their points value, and the points value of any upgrades. Your army must be WYSIWYG, appropriately based, with all relevant squad or unit markings. If your opponent is using miniatures that you feel breach any of these rules to the detriment of your game, you can ask them not to use those models. The players must provide all other materials. Don’t forget your dice, tape measure, templates and rulebooks! You do not need to bring a copy of Planetstrike unless you want to. Rules Questions Only the chief umpire will answer any rules questions. If you need an outside opinion on a rules question, then you are free to call the chief umpire over. However, only the chief umpire will answer rules questions, and all of the other Organisers will just redirect any rules questions to him. You should note that the prime duty of our Organisers 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.
THIS IS NOT A TOURNAMENT. YOU WILL GET MORE OUT OF THE WEEKEND IF YOU ENJOY THE EXPERIENCE RATHER THAN FOCUS ON THE OUTCOME OF YOUR GAMES. TRY AND PLAY WITH YOUR OPPONENT RATHER THAN AGAINST THEM.
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