You are on page 1of 32

THE STILLING OF BHARTETH

A 30K CRUSADE CAMPAIGN PACK


Welcome to what, I hope, will be the first in a series of Campaign packs set in the converted 30K Crusade
system. The Campaign packs are intended to provide players with a small, contained supplement allowing
them to play games in the same narrative setting as others around the world. Included are unique Traits,
Scars and Agendas as well as Scenarios and event Artefacts which can be obtained while playing in the
Campaigns setting. There will also be accompanying maps of the area and a narrative write up explaining
the setting and what events have lef up to this point.

The Stilling of Bharteth carries on, narratively, from the story built up by the ACT of Heresy event series
run by AUS30K over the past five years. As the Campaign progresses and players lodge their results, this
will determine the ongoing story and influence future setting and Campaign packs as well.

It is my aim to try and release a new Campaign pack once every four to six months, each building upon the
foundations of the previous ones, expanding the story which has been determined by the players taking part.
New players can join in at any time and veteran players are encouraged to use the release of new Campaign
settings to start a new Crusade force either with the same faction, an associated force or a new one all
together. Of course the packs themselves are only a guide; players and groups can use them however they
wish, building on previous armies and progressing through the settings with one single massive force if that
is their preference.

For Event Organisers who are keen to run local events tied to the Campaign settings, I will also organise a
small EO's pack which will contain additional information and ideas for running structured games that
work within the narrative. If this is something which interests you and you would like to know more, please
reach out and contact me through AUS30K and I can get you the additional resources.

In the meantime, I hope you all enjoy Bharteth and the games you play on the world and I look forward to
seeing where the story goes from here.

Ave Imperator,
Andrew 'Dono' Hollis

i
THE STILLING OF BHARTETH

To accurately document how this desperate conflict started is difficult to pinpoint. Was it the arrival of the Loyalist fleet in
Bharteth and the landing of the first troops? Was it, like so many other wars, an event triggered by the Warmasters
betrayal? Or can blame be placed at the feet of the Imperium and their first steps on the path of the Great Crusade itself?

So instead I shall declare the cause of this campaign to Warmaster, venturing into a barely navigatable warp
be the over zealous, almost ignorant, actions of the route leading to the far flung system of Bharteth. This
Imperial forces fighting on Enterigar III as part of the incident was deemed such a threat that both factions
wider conflict throughout the whole Helix Cluster. I were willing to weaken their military strengths in an
will not digress into the myriad of war zones within that ongoing conflict in order to ensure it was dealt with.
Sub-sector, as I have already submitted that treatise to Whether adequate resources were given over to this task
be filed away in the Librarian Terra. Instead let us focus is yet to be seen, but that an effort was made by both
on the specific actions which took place on Enterigar sides is commendable in itself.
III that led to a portion of the Imperial forces, both - Teahl Feofferson
those loyal to the Emperor and those serving the Remembrancer

1
Brought to the Enterigar System by a vermilion level lay scattered throughout its continents, its ecology destroyed
distress beacon left by the Rogue Trader Gabrielle by some long ago cataclysm. Standard scans of the planet
Kalothetos, the Imperial forces approached cautiously. yielded nothing of interest until the Imperial astropaths aboard
the ships attempted their own viewing, it was then that the
Knowing only that the beacon signaled a significant and distortions were encountered again. Scattered across the
immediate threat to the Imperium, both Loyalist and Traitor worlds surface were psychic null zones, impenetrable fields
fleets were reluctant to commit many vessels without when viewed through the use of empyric powers. While there
additional knowledge of the threat, but neither were they were hundreds of such zones dotted throughout the
willing to allow the other to seize what could potentially be a landmasses, one particular null zone was significantly larger
weapon in the ongoing civil war. By the time the first ships than any other, large enough to cover an entire city and its
entered the Enterigar system in response to the signal, its surrounds. The center of this huge zone was further shrouded
broadcast had ceased. Initial scans of the translation points with some form of interference that prevented any form of pict
showed no significant vessel departures and there was zero surveillance, augury scan or even auspex reading.
response to hails or Imperial sub-frequency pings. However as
the various vessels continued to explore amidst running Dispatching scouting teams into the territories surrounding
skirmishes with each other, a discovery was made in orbit of the central null zone, the Imperial forces began surveying the
the systems primary planet, Enterigar III. A small imperial area for potential landing zones while trying to secure
beacon emitting a short range, encoded, signal on the same positions in orbit for troop deployments. In was during one of
Imperial frequency as the Rogue Traders Vermillion threat these scouting operations that the Loyalists discovered a small
sprang to life as the first ships entered range. facility in the ruins of the previous city housing a high
powered containment field. Focusing their efforts on this
While damaged and subject to massive data corruption the anomaly a small contingent of the Loyalist forces initially
beacon contained tidbits of information which were gleaned mapped the field, searching for ways to breach its boundaries,
from the scrap code; the Imperial Tribute, a Conquest Class latter using a xenos artefact, also found in the area, to break
Star Galleon belonging to the Rogue Trader Gabrielle the fields bonds.
Kalothetos, had been operating under a Writ of Exploration
deep into the outer reaches. Interestingly the ships last With the containment field collapsed the area was revealed to
recorded location was far from Enterigar, to the Galactic East. have been protecting an ancient, but advanced, stasis chamber
The Tribute appears to have been destroyed at that location with a single female human psyker held within.
with a loss of 98% of its crew. Along with the site of its
destruction and the coordinates of Enterigar, the location of
Defos and a fourth set of partial co-ordinates were lodged
deep inside the data trash; all four were marked with the
Vermillion threat rating.

Planet side the world of Enterigar III was a desolate but,


barely, habitable waste world. Ruins of a previous civilization

2
Reviving the occupant and evacuating her to the Iron Hands also plagued throughout its history by visitations of the
Battle Barge, the Ferrarias Incus, for medical treatment and Enslavers, a deadly denizen not of the material realm drawn to
questioning. Unfortunately the focus quickly shifted as the pyskers. With that knowledge, for the Loyalists who had
Enterigar engagement escalated into a full scale ground war 'rescued' the woman in stasis, came the realisation of their
when the central Null Zone collapsed revealing a huge city of grevious error... just as all communication with the Ferrarias
monolithic structures. The battle had already been joined by Incus was lost.
previously undetected Aeldari forces working alongside rogue
elements of both Astartes and Imperial Army units as well as Desperate to contain the possible Enslaver outbreak, the
a number of high profile commanders from the Rogue Emperors forces dispatched multiple vessels to intercept the,
Traders Militant. Their target, however, was neither the forces now rogue, Battle Barge. Other elements on the planets
loyal to the Emperor nor those of the Warmaster but another surface also prepared to reactivate an ancient orbital defence
xenos race buried deep in the earth of Enterigar III. The world network which had been uncovered as being a doomsday
they had all been drawn to was in fact a Tomb World of the gambit built by the worlds previous human empire to counter
long slumbering Menkare Necron Dynasty. the Enslavers incursions. Both actions failed as the Xenos
controlled Battle Barge left orbit, broke through the hasty
As the war progressed, more of the worlds ravaged history was blockade and translated to the Warp. The vessels assigned to
uncovered by the Imperial scholars accompanying the Rogue subdue the Ferrarias continued in pursuit and, suspicious of
Traders. Too little too late though as it was revealed that the their actions, a number of capital ships of the Warmasters
planet was not only home to the ancient Necron threat but fleets followed shortly after.

3
Following the Battle Barges Warp signature, the Loyalist Almost immediately the Imperial ships hails were responded
fleet translated and began traversing along a previously to, initially, by the Mechanicum conclave identifying
undiscovered route leading rimward from the Helix Cluster. themselves as being from the Tolleth Forge moon. The
Although stable, the Warp route was certainly tumultuous, message from the Magi was, as to be expected from
the Gellar fields on many ships were battered to within a representatives of the Mechanicum, brief and to the point.
fraction of their resilience before the fleets could translate Apart from a cursory greeting to the system the primary
back to realspace. content of the message was a demand for incoming ships to
declare their intent. Following this came a series of additional
Finding themselves even deeper into the Eastern fringe, far hails sent directly from the planet itself in various forms of
from the reach of the Astronomicon, the Loyalist fleet entered secure and unsecured comms. Responding to all of the parties
the system with caution. While the warp signature indicated in an open band, the Loyalists lead ship transmitted the
that the Enslaver vessel had certainly translated into realspace standard message of Imperial greeting and offer of entry into
at this point, there was no telling how long ago they the Imperium without conflict or face Compliance.
transitioned, two hours or two months. Their own journey
had lasted only three days, but according to the Navigators Taking a calculated gamble, the fleets commander hoped to
over six months realtime had passed. present the guise of a unified Imperial presence as was the case
during the Great Crusade and bring the system under Loyalist
With wide band auspex scanning the system, the Imperials control before the Warmasters trailing fleet could compete for
quickly identified the primary planet of Bharteth, a human their allegiance. The ploy almost worked; had it not been for
Hive World with what appeared to be a Mechanicum forge the fact that the planet itself was also in the midst of its own
dominating its single huge moon. Caught between the need to civil war and there was not clear faction who had the authority
be cautious, not knowing where the Enslavers had gone, but to speak for Bharteth. Many responses were received, all
knowing that the Traitors own fleet could emerge from the pledging loyalty with various conditions, but common
warp literally any minute, the Loyalists powered their ships to amongst them all was the request for support in placing their
the inner system and opened comms with the planets orbital faction in control of the System and backing their authority.
posts. Knowing this, the Tolleth conclaves response was also
conditional, recognising the Imperial strength but listing the
Forge Moons own orbital defenses and manufacturing
capabilities as being significant.

However amidst the flurry of communications from Bharteth,


a single transmission bearing Imperial encryption markers was
received from a different planet. Myran, a giant frozen world
on an orbit in the outer system, had initially appeared
uninhabited but the communication crew confirmed that there
was definitely a tight beamed signal being sent from the
world's surface. Entering the corresponding decryption key to

6
+++ PICT FEED FROM THUNDERHAWK AR-431 +++
++ RECOVERY MISSION OF VOLDIN OLAFSSON FROM THE SURFACE OF MYRAN ++

+ PRAETOR VOLDIN WAS RETIEVED WITHOUT INCIDENT AND RETURNED TO THE MAIN

FLEET. APOTHECARY REPORTS FROM RETURN FLIGHT INDICATE THAT THE PRAETOR

LACKED ANY INJURIES ALTHOUGH HIS TACTICAL DREADNOUGHT ARMOUR REGISTERED

A TIME LAPSE OF OVER TWO YEARS SINCE HIS REPORTED DISAPPEARANCE FROM THE

ENTERIGAR III WAR ZONE. FURTHER DEBRIEFING WILL BE CONDUCTED ABOARD THE

ASERVA BY REPRESENTATIVES OF LORD MALCADOR.+

unlock the message, the commander was momentarily caught Corabie providing an anchor point with its psychic choir.
off guard when the hologlith image of Voldin Olafsson Bharteth however, provided no such beacon. The navigation
appeared on the bridge declaring his location and requesting lighthouse of the Imperium was dark this far from the
retrieval. The Praetor of the VIth Legion had been reported as boundaries of their empire. Both fleets were without a return
Missing In Action shortly before the fleet had left Enterigar. passage until some form of choir or other anchor could be
His presence in the Bharteth system, on a frozen death world established in Bharteth.
without any ship was certainly not anticipated. The arrival of
the Traitors warships, however, was something which was Reassessing the strategic disposition of the imperial forces
anticipated, although the Loyalists had been hoping for more now doubled in size, but split into two factions, the Tolleth
time to secure the system. Conclave communicated a new response to the previous
demand for Compliance. Sealing themselves deeper into their
The moment the first Traitor ship translated in system an fortified Forge Moon, the Mechanicum declared that either
encoded transmission burst was detected from somewhere faction were free to use the resources found on the surface of
within the main Bharteth Hive directed towards the new Tolleth to repair and refit their forces, but any damage done to
vessel. The efficiency and level of encryption, coupled with the such infrastructure would result in swift reprisals. As to their
knowledge of the Imperial bandwidths were hall marks of the allegiance; the Conclave committed that they would capitulate
XXth Legion. How they had gotten there before the Loyalist to the Imperium once control of Bharteth was determined.
fleet is unknown although the answer could be tied to the With that, the Forge Moon severed communications and
presence of the Space Wolf commander recovered from the sealed its many access gates to the labyrinth complex beneath
ice world of Myran. Within hours the Warmasters fleet had its surface. In an instant Bharteth itself became the focal point
swelled to equal that of the Loyalists and both had taken of control for the entire system. During the Great Crusade an
defensive positions throughout the inner system, unwilling to Imperial Compliance force would not be concerned with such
engage one another with such limited resources and so far ultimatums or contingencies, instead simply bringing the
from reinforcements. Imperial Truth and the rule of the Emperor at gun point. But
the Great Crusade was over and the unified strength of the
It was then that the realisation came that whilst on Enterigar Imperium was splintered, Compliance of this world would not
the Emperors Astronomicon had been faint, just barely be accomplished through planetary invasion alone.
perceivable, but the Helix Cluster had been navigable with

7
8
9
Fighting skirmishes in the void surrounding Bharteth and Like Enterigar III, it appeared that when Bharteth had been
its Forge Moon, both Imperial fleets proceeded to conduct founded during the early days of colonisation it been done so
surgical insertions of strike teams directly into the Hive on the ruins of a previous civilisation. Alongside scattered
while larger forces began amassing on Tolleths surface. xenos ruins and abandoned, half operational technology, the
colonists came across a concentration of monolithic pylons
While the engagements on the Forge Moon began escalating reaching kilometers into the sky. Like an archaic forest grown
quickly as both the factions limited ranks of Titans and from an exotic mineral the Blackstone pylons were clustered
Knights began securing repair bays and refit cradles, the into a region of no more than fifty kilometers across, but
conflicts on Bharteth were far more subtle. Small Kill Teams contained hundreds of towering spires. Their purpose was
made their way into the Hive in an attempt to secure the completely unknown but they provided the growing colony
loyalties of the various Houses and their associated gangs with an exceptionally strong framework on which a towering
which controlled the various levels. Predominantly infantry hive city could be erected.
cohorts began securing bases of operations in the outer
sections of the Hive where there was less territorial conflict Early into the new worlds history, the coming of a
and began coordinating with larger detachments to create Mechanicum Explorator ship changed the direction of the
landing zones to bring even more ground forces to the planet and its people forever. Recognising the industrial
surface. It was slow, arduous and extremely dangerous with potential of the planet and eager to research the caches of
limited support and potential enemies in all areas. It became xenotech the, soon to become, Tolleth Conclave formed an
even more hazardous when the first of the Blackstone Pylons alliance with the Bharteth Hive which would last for millennia
were encountered. to come. Taking possession of the huge moon orbiting
Bharteth the Mechanicum would help expand the planets
Responding to a number of anomalous auspex readings industrial coverage and provide them with Orbital security in
various scouting teams began reporting encountering localised exchange for a monopoly on the extraction and research of the
null zones similar to those discovered on Enterigar III. Within xenos ruins scattered throughout the system.
each of these zones however were monolithic pylons of
Blackstone seemingly built into the structure of the Hive Throughout the historical records though, there were no
itself. Fearing a repeat of the Necron incursion, a focus was references to the Necrons awakening and purging the surface
put on gathering information. As the operations continued, like that of Enterigar III. Had the Xenos race been cleansed of
both Imperial faction began mapping more and more of the the planet previously or was this not one of their Tomb
pylons latticed throughout the Hive. Some were in pristine Worlds? Instead like so many human worlds the conflict and
condition, cordoned off and treated as if they were a strife came from within. The unrest of millions and than
monument of heroes by the local residents, while others were billions of people contained within a single unending towering
barely recognisable their surface etched and mined out. city built around the ominous Blackstone pylons would result
Coordinating the collation of information from the scores of in hundreds of civil wars and uprisings. Perhaps more so than
strike teams on the ground, a history of Bharteth began to the average Hive world, Bharteth suffered from a constant
take form as the cogitators sifted through the rumors, legends instability, a lack of absolute control by one governing faction
and scraps of recorded events being uncovered. or House which could enforce order and peace.

10
Like all societies, Bharteth Hive split itself into factions, was impossible to enforce such an edict. The Enforcers of the
Houses, which represented various industries or economic Hive, funded by the ruling House, made it a priority to
classes. While one House would officially rule the Hive, their protect such structures, their forces were stretched thin and
authority only ever extended to the territories which they they were often overwhelmed by the level of crime throughout
controlled and some of their allies. The rest of the Hive the entire Hive. In response the Conclave themselves became
remained firmly under the control of the remaining Houses involved in the politics of the Hive for the first time.
and their militia gangs. Without an external threat or even Equipping select gangs with some of their best weapons and
neutral parties outside of the Tolleth Conclave, there was little armour the Magi created the foundations of what would
need for the Hive to present a unified front. Any inter system become a rapidly rising House which served their interests in
raiders which happened upon the far flung empire were dealt protecting the integrity of the Pylons. Even still, they were but
with by the Mechanicums orbital defences, which were one House in a Hive of dozens of such factions. Decade after
constantly being augmented by the technology being decade more and more of the Pylons located within the Inner
unearthing from the planet below. Likewise potential trade Hive were pillaged, the Blackstone making its way into the
partners and allies were hosted on the Forge Moon and rarely hands of the wealthy and powerful in the form of trinkets,
was Bharteth even made aware of their presence. Ruling amulets and, occasionally, powerful artefacts.
factions rose and fell, alliances were formed and broken,
Houses splintered and reformed, the roiling society of With the destruction of so many Pylons, the null fields which
Bharteth continued to fight amongst itself century after they emitted started to weaken in the core of the Hive. The
century. Psychic mutation which had previously been kept at bay by the
effects of the Blackstone began to creep into the population.
The mining of the Blackstone Pylons had started only a few Psykers, witches, started appearing more and more often,
centuries prior to the arrival of the Imperial fleets. While nearly always hunted down and executed by the zealots of
there were laws against it and it was in direct violation of the certain Houses, still some began to escape and were hidden
Tolleth Accord, without a central controlling government it deep in the lower levels.

11
It is here that the Enslavers re-emerge into the picture. mechanicum be brought to the fore in combating the Enslaver
Whether it started prior to the arrival of the rogue Battle threat. If this is not achieved, than that threat will surely
Barge or if the insidious race can spread as quickly as they become a plague that will overrun the Hive in months.
have in such a short time is a question still needing
investigation. But as the scouting teams began delving deeper Having such an infestation on the borders of the Imperium
into levels of the Inner Hive, the presence of these Warp whilst it itself is consumed by civil war can only result in
creatures were discovered. Preying on the bright, vulnerable doom. But, the presence of the Tolleth Conclave, their Forge
and untrained minds of the Psykers taking refuge in the Moon and the secrets that they have plundered from Bharteth
depths of those sectors, the Enslavers have taken root in the make this, a system to fight for and one which neither
darkest of territories, amassing a protective throng of drones Imperial force will allow the other to have control of.
around them as they hunt down more victims. Many squads
have already been lost when confronting the creatures, but it Amidst all of the mysteries and unanswered questions that
appears that the desire to exterminate their threat is at least assail the Imperial commanders at the commencement of this
shared by the forces of the Warmaster as well. Both factions campaign, one which may be paramount to them all, is the
have seen what these foul entities can do to an Imperial world, whereabouts of the rogue Battle Barge, Ferrarias Incus.
let alone a Hive world without any central control.

Beset on all sides by threats both human and xenos, time now
works against us as we must secure the support of enough of
the Houses and ensure that the forces of the Warmaster are
overcome. Only then can the control of the Hive be wrested
from the ineptitude of squabbling warlords and the full force
of the Imperial might combined with that of the orbiting

12
GAMES IN THE BHARTETH CAMPAIGN
Welcome to the Stilling of Bharteth Campaign! This is a narrative war zone pack for the 30K Crusade system. On the
following pages you will find the Campaign specific additions for 30K Crusade games being played in the Bharteth war
zone. This includes new Agendas, Battle Traits and Artefacts as well as a series of campaign specific Missions which can be
player to represent the war.

The Bharteth Hive and its system as a whole provide a unique Force has enough Influence with one of the many Gangs in the Hive.
gaming setting for 30K Crusade games. The war zone is located These Agents can be taken alongside your Force to give them an
outside of the Imperium proper, away from the guiding light of the edge in the winding corridors and mazes that make up the Hive. As
Astronomicon and the Imperial forces, both Loyalist and Traitor, your Influence with the Gangs grow, so to does your access to
have stretched their fleets supply lines to get here in pursuit of the stronger Agents.
Xenos Enslavers from Enterigar.
The special rules, Agents and other additions found in this document
Unable to win through sheer over powering numbers, the Imperial are intended to used in conjunction with the Stilling of Bharteth and
forces will need to form alliances planet side. To represent this, a lot should not be mixed with other Campaigns. Once your Crusade
of the missions presented are focused on securing resources or Force has moved on to another War Zone, the Artefacts, Battle
genertating influence with the Hives various Houses and their Traits and other unique additions which were gained by your units can
Gangs. To accompany these additions to the regular 30K Crusade be kept but no new ones can be gained. However feel free to use
options, there is also a set of Agent profiles for when your Crusade these as a template for your own War Zone should you want!

13
AGENDAS
These Agendas can only be selected by Crusade Forces playing a Campaign in the Stilling of Bharteth Campaign
setting, in addition to those listed in the primary 30K Crusade rules document. Each Agenda has a category, and
only a single Agenda from each category can be selected for a game.

BATTLEFIELD SUPREMACY SHADOW OPERATION


Claim Territory Investigate the Pylons
Split the table into even quarters. At the end of the Keep an Investigate tally for each unit from your army.
battle for each quarter which you have Scoring units in Add 1 to a unit's Investigate tally each time it completes
and your opponent does not, you may select one of the following action:
those units to gain 2 experience points.
Investigate (Action): One Infantry unit can start to
In addition, if you control at least two quarters in this perform this action at the end of your Movement phase
fashion you also gain +1 Gang Influence*. if it is within 3" of an objective or point of interest
* If the game is being played as part of the Global Campaign, be marker that has not already been searched by your army.
sure to report this through your Event Organiser or via the online While performing this Action the unit cannot take any
scoring website at www.AUS30K.com other actions during the subsequent phases. The Action
is completed at the start of your next Turn provided the
WARPCRAFT unit is still within range of the same objective marker.
Psychic Beacon
Keep a Psychic Beacon tally for each Psyker unit from Each unit gains 1 experience point for each mark on its
your army. Add 1 to a unit's tally for each Beacon they Investigate tally. In addition, roll one D6 at the Agenda
create using the following psychic action: Achieved step of the game, if the roll is half to or less
Psychic Beacon (Psychic Action): Any Psykers from your than half the combined total of your units’ Investigate
army can attempt to perform this action in your Psychic tallies, then a Bharteth Artefact has been found.
phase if it is within 6" of the centre of the battlefield. Only a single Bharteth Artefact can be found in this manner per
The Psyker may attempt to use as many Warp Charges Crusade Force, per Campaign.
as they want; for every Warp Charge Harnessed they
create a Beacon. This action can be Denied, but each
successful Deny roll reduces the number of Harness
Warp Charges (and Beacons) by one.

If a total of at least 10 Beacons are created by the end


of the game, each unit gains 2 experience points for
every 5 marks on their tally*.
* If the game is being played as part of the Global Campaign, be
sure to report this through your Event Organiser or via the online
scoring website at www.AUS30K.com
14
VICTORY BONUSES
When genrating random games, these Victory Bonuses may be used in place of those listed in the primary 30K
Crusade rules document. Randomly select one by rolling a D3, use the Victory Bonus cards or another method.

Local Conditioning War Zone Training


The victor can select one Character from their army. If The victor can select one non-Character unit from their
that Character can gain a Battle Honour, it gains a army. If that unit can gain a Battle Honour, it gains the
Battle Trait from the Bharteth specific Traits instead of Battle Trait from the Bharteth specific Traits instead of
rolling to determine. Make a note of that Battle Trait rolling to determine. Make a note of that Battle Trait
on the Character's Crusade card and increase its on the unit's Crusade card and increase its Crusade
Crusade points accordingly. points accordingly.

Prime Turf
The victor gains +1 Gang Influence of their choice.
If the game is being played as part of the Global Campaign, be sure
to report this through your Event Organiser or via the online scoring
website at www.AUS30K.com

BATTLE TRAITS
When a unit gain a Battle Trait after a battle set in the Stilling of Bharteth Campaign, the player may elect to use
the below options instead of using those listed in the primary 30K Crusade rules document.

INDEPENDENT CHARACTERS/CHARACTER ONLY


D3 Effect
1 - Night Stalker: The Character has +1 to their Cover Save while Night Fighting rules are in effect. If the Night
Fighting rules is in effect Turn 1, roll a D6 at the beginning of Turn 2, on a 5+, they continue. If it is in effect
Turn 2, roll again at the beginning of Turn 3, on a 6+ they continue for one more Turn.

2 - Unseen Strike: The Character adds +1 to their Initiative characteristic in the phase they Charge.

3 - Enemy Ground: The Character adds +1 to their Leadership while in the enemy Deployment zone.

ALL OTHER UNITS


Blackstone in the Blood: The unit gains the Adamantium Will special rule, if that unit already had this special rule,
it give a +2 bonus instead of the normal +1.

15
BHARTETH ARTEFACTS
Whenever an Artfeact is recovered in a game set in the Stilling Bharteh Campaign, there is a chance that the item
is a Bharteth Artefact rather than a standard Artefact as list in the primary 30K Crusade rules document. If you are
using Artefact cards, simply add the Bharteth Artefacts into the deck and draw as normal. If you are using the D6
method, follow the same steps to determine rarity (D6: 1-3 Recovered, 4-5 Mysterious, 6 Legendary. Then when
you roll the D6 to determine the specific Artefact roll a second D6, if this roll matches the first (i.e you roll
doubles) then select the relevant Bharteth Artefact from the below list instead of the standard one rolled.

RECOVERED ARTEFACT LEGENDARY ARTEFACT


Blackstone Ankh (25pts) Null Field Disruptor (45pts)
Inlaid with Blackstone, this device is masterfully shaped An esoteric device suspected to have been built using
into a sigil of some unknown meaning. When strapped hybrid Xenos technology found by the secretive Tech
to an individuals body the Ankh grafts itself to the Magi of the Tolleth Forge. Its powerful, but short
bearer releasing some form of chemical or nano-tech rangeg, energy waves disrupt shield based technologies,
support when trauma is detected. especially those which harness the Warp.
The Artefact grants the bearer the ability to reroll any All Close Combat attacks made by this Character are
failed Feel No Pain rolls for that Character only. affected by the Null Field Disruptor. Successful
In addition if the Character does not have a Feel No Invulnerable Saves made against such Close Combat
Pain save, the Artefact grants them the Feel No Pain attacks must be rerolled.
(6+) special rule.

MYSTERIOUS ARTEFACT
Blackstone Shard Amulet (35pts)
Rumoured to have been extracted from the very
Blackstone pylons which form the support towers of the
Bharteth Hive itself, this unassuming trinket radiates an
aura of unease. Highly illegal within the Hive, it is said
that a number of high ranking nobles never leave their
enclaves without such a heirloom.
All friendly units within 6" of the bearer have -1
Leadership, including the Character itself. The
Character can never be targeted or affected by psychic
powers, however, nor can it manifest any Psychic Powers
itself. Powers that target a unit that the Character is
part of still work, they just do not affect the Character.
Any blessing or malediction psychic powers affecting a
unit immediately cease to be in effect if the unit moves
into base contact with the Character or vice versa.
16
THE GANGS OF HIVE BHARTETH
Like most Imperial Hives the multi-tiered mountain city is home to numerous Houses, Clans, Gangs and criminal
organisation who control huge swathes of the territory and industry. Hive Bharteth is no different, in fact it is even
worse than most, with little control being wielded by the governing House. Instead some areas of the Hive operate
at a near autonomous level with those in control levying their own taxation and even laws. Being so far from allied
supply lines and with limited reinforcements, the investigating Imperial forces must form alliances with local
factions in order to secure footholds within the Hive itself. Which Gangs and Houses the Imperial forces support
will almost certainly influence the ongoing power struggle of Bharteth.

GANG INFLUENCE
Throughout the battles set in the Stilling of Bharteth it is possible to gain influence with multiple gangs
there will be many opportunities to gang Gang (recording each one individually) up to rating of 5, it is
Influence, either from Victory Bonus outcomes, more efficient to focus your efforts with a single Gang.
Agendas or specific Scenarios. This Influence rating is Once a Gang Influence has risen past 5, none of the
an ongoing Tally for your Crusade Force while playing other Gang Influence Tallies may go past 5 unless you
in the Bharteth Campaign setting. The first time you reduce the other back to 5.
awarded Gang Influence mark it down on your Order At level 5 Influence your Crusade Force may 'recruit'
of Battle and make a note of which Gang you would Juve level Gang Agents from the respective Gang. At
like to have it apply to (for ease of recognition the level 10 Influence you are able to use the Ganger level
campaign setting will refer to the gangs using the same Gang Agent, and then if you can acrue 20 Influence you
House names as those found in Necromunda). While are able to use the Champion level Gang Agent.

HIVE ENFORCERS, GANG AGENTS


Beset on all sides by corruption and an ever changing political support structure, the Hive Enforcers have become
answerable to few. Their protocols are to protect the citizens of the Hive from the Gangs violence and preserve the
Hives infrastructure from damage amidst turf wars. Past that, each guardhouse is free to set their own agenda and
pursue their own cases in the best way that they see fit.
WS BS S T W I A Ld Sv Cost
Juve (Rookie) 2 2 3 3 1 3 1 6 5+ 10pts
Wargear: Flak Armour, Shock Baton, Shotgun, Stub gun
Special Rules: Character, Preferred Enemy (Gang Agent)
Ganger (Patrolman) 3 3 3 3 1 3 1 7 5+ 20pts
Wargear: Flak Armour, Boarding Shield, Shock Baton, Shock Grenades, Shotgun
Special Rules: Character, Outflank, Preferred Enemy (Gang Agent)
Champion (Sergeant) 3 3 3 3 2 3 1 9 4+ 60pts
Wargear: Carapace Armour, Rotorcannon, Shock Baton, Shock Grenades, Stub gun
Special Rules: Character, Outflank, Preferred Enemy (Gang Agent), Split Fire

17
HOUSE CAWDOR, GANG AGENTS
Bharteth has been home to a powerful sect of anti-psyker zealots since the founding of the Hive itself. Many
believe that this may have been a evolution of the original religion from the founding colony ships which settled
the Bharteth system. Their presence and influence within the Hive is overt, while they cover their identities when
acting on behalf of their House, many members are proud to confirm their membership in such an organisation.

WS BS S T W I A Ld Sv Cost
Juve 2 2 3 3 1 3 1 6 - 10pts
Wargear: Close combat weapon, Stub gun
Special Rules: Character, Fleet (Zone Mortalis)
Ganger 3 3 3 3 1 3 1 7 6+ 20pts
Wargear: Sub-Flak Armour, Polearam Blunderbuss
Special Rules: Character, Scout (Zone Mortalis)
Champion 3 4 3 3 2 3 2 9 5+ 60pts
Wargear: Mesh Armour, Heavy Flamer
Special Rules: Character, Infiltrate (Zone Mortalis), Zealot

HOUSE DELAQUE, GANG AGENTS


Contrary to the traditional animosity towards Psykers within the Hive, in recent months a new faction has
emerged. Initially starting in the darker recesses of the Hive, the new movement has boldly spread through into
areas normally dominated by nearly every other House in the Hive. No traditional territory boundaries have been
respected and there is little known about the leadership structure or its intent, however strong rumours persist that
they are harbouring and using pyskers.

WS BS S T W I A Ld Sv Cost
Juve 2 2 3 3 1 3 1 5 - 10pts
Wargear: Close combat weapon, Stub gun
Special Rules: Character, Fleet (Zone Mortalis)
Ganger 3 3 3 3 1 3 1 7 6+ 20pts
Wargear: Sub-Flak Armour, Flechette Pistol, Shock Stave, Shroud bombs
Special Rules: Character, Scout (Zone Mortalis)
Champion 4 4 3 3 2 3 2 7 5+ 60pts
Wargear: Mesh Armour, Shock Stave, Web gun, Stub gun, Shroud bombs
Special Rules: Character, Infiltrate (Zone Mortalis), Stealth

18
HOUSE ESCHER, GANG AGENTS
While many of the other Houses emerged from a particular industry or even social class, their remains one which
holds the dark title of being a traditional criminal House. To be more accurate, they no longer represent just a
single crime family, but a true syndicate of all of them. Pushed into a forced alliance the crime families of Bharteth
effectively unionised the criminal families in order to survive against the other, encroaching, Houses as they rose.

WS BS S T W I A Ld Sv Cost
Juve 2 2 2 3 1 4 1 6 - 10pts
Wargear: Close combat weapon, Stub gun
Special Rules: Character, Fleet (Zone Mortalis)
Ganger 3 3 3 3 1 3 1 7 6+ 20pts
Wargear: Sub-Flak Armour, Needle Rifle, Stiletto, Stub gun, Shroud bombs
Special Rules: Character, Scout (Zone Mortalis)
Champion 4 4 3 3 2 4 2 8 5+ 60pts
Wargear: Mesh Armour, Chem-thrower, Stiletto Sword, Stub gun, Shroud bombs
Special Rules: Character, Infiltrate (Zone Mortalis), Preferred Enemy

HOUSE GOLIATH, GANG AGENTS


One of the only major Houses within the Hive whose power base lies outside of the main Hive walls. An industrial
powerhouse and an army of gene bulked workers which the entire mountain city relies upon to keep the factories and
power plants operating in the rad zones. Using this leverage they have muscled their way into the Hive proper, taking
territory close to the outer walls and lower sub-levels, but compared to the irradiated wastes outside, it is a luxury
penthouse. Knowing that they will never rise to a true position of power, they are instead content to better their own
lives by knowing that their children will not have live amidst the contact radiactive toxicity.
WS BS S T W I A Ld Sv Cost
Juve 3 2 3 3 1 3 1 5 - 10pts
Wargear: Close combat weapon, Stub gun
Special Rules: Character, Fleet (Zone Mortalis)
Ganger 3 3 4 4 1 3 1 6 5+ 20pts
Wargear: Furnace Plate Armour, Spud-jacker, Combi-pistol (Stub/Plasma)
Special Rules: Character, Scout (Zone Mortalis)
Champion 4 3 4 4 2 3 2 8 5+ 60pts
Wargear: Furnace Plate Armour, Rivet Cannon, Renderizer, Stub gun
Special Rules: Character, Infiltrate (Zone Mortalis), Furious Charge

19
HOUSE ORLOCK, GANG AGENTS
Unwilling to submit to slave labour and conditions the inner hive factory workforce rebelled centuries ago, forming
their own militant union. While they still man the factory floors and are considered barely human by the rest of the
Hive, they at least now control their own fate and and when push comes to shove they have shown that if the
factories grind to a halt, so does the entire Hive. The 'recent' emergence of the outer hive workers has proven to be
yet another obstacle to be overcome.
WS BS S T W I A Ld Sv Cost
Juve 2 2 3 3 1 3 1 7 - 10pts
Wargear: Close combat weapon, Stub gun
Special Rules: Character, Fleet (Zone Mortalis)
Ganger 3 3 3 3 1 3 1 8 5+ 20pts
Wargear: Mesh Armour, Shotgun, Melta Bombs, Demo Charge
Special Rules: Character, Scout (Zone Mortalis)
Champion 3 4 3 3 2 3 2 9 5+ 60pts
Wargear: Mesh Armour, Harpoon Launcher, Servo Claw, Stub gun
Special Rules: Character, Infiltrate (Zone Mortalis), Stubborn

HOUSE VAN SAAR, GANG AGENTS


Initially rich thrill seekers from the upper hives, over the decades and multiple alliances with the Toleth Forges,
they have managed to equip themselves with state of the art armour and weapons; well beyond that which even the
Enfrocers have access to. Not satisfied with safe guarding their own levels, the House struck out and started
'protecting' lower levels, establishing a rigid code of honour within their territory. Although on the surface relations
between them and the Enforcers are good, there have been numerous instances where the Code does not match the
Law and the two factions have found themselves in vioent exchanges.
WS BS S T W I A Ld Sv Cost
Juve 2 3 3 3 1 3 1 5 6+ 10pts
Wargear: Armour-bodyglove, Close combat weapon, Stub gun
Special Rules: Character, Fleet (Zone Mortalis)
Ganger 3 4 3 3 1 2 1 8 5+ 20pts
Wargear: Armour-bodyglove, Sub-Flak Armour, Suppression Laser, Rad grenades
Special Rules: Character, Scout (Zone Mortalis)
Champion 3 4 3 3 2 3 2 9 4+ 60pts
Wargear: Armour-bodyglove, Mesh Armour, Combi-Lasgun/Plasma, Rad Grenades, Energy (Combat) Shield
Special Rules: Character, Infiltrate (Zone Mortalis), Slow and Purposeful

20
BHARTETH MISSION SCENARIOS
For battles taking place within the Stilling of Bharteth Campaign players can choose to use the following mission
scenarios to represent the Imperial invasion of the Hive world. When using these missions, all elements of the scenarios
are included so there is no need to randomly determine elements unless the scenario specifically calls for it.
Included are 6 scenarios in total:
2 x Zone Mortalis missions representing battles located in the inner Hive.
2 x Centurion missions representing battles located either in the outer Hive
2 x Frontline missions representing battles in the Industrial Zones of the Rad Wastes

These are certainly not the only missions which can be played in the Bharteth setting and groups are encouraged to
come up with their own variations and scenarios. And, of course, players can use randomly generated missions and
apply the available Victory Bonus conditions from either the primary 30K Crusade rules document or the
campaign specific ones found in this doucment.

ENSLAVER, NPC
Some missions may call for the inclusion of an Enslaver NPC, its statistics and rules can be found below. In most
instance the Enslaver is reserved for use by the Event Organiser of the event or, if one has been randomly
encountered, it needs to be controled by both players in its own 'third player turn'. In all instances the Enslaver will
always attempt to target the closest non Enslaved infantry unit and/or make its way towards Psykers.
WS BS S T W I A Ld Sv Type
Enslaver 3 3 5 5 3 4 1 10 6+ (Beast)
Special Rules: Armour of Bodies, Enslavement, Independent Character, Psychic Lash, Psychic Mastery (1D3+1)
Enslaved Drones 1 1 3 3 1 2 1 4 - (Infantry)
Special Rules: Endless Drones, Enslaved, Fearless
Enslaver Portal - - - 6 3 - - - 3+(Special)
Armour of Bodies: For every model killed in the unit the Enslavers Armour Save is improved by 1 to a maximum of 1+ until the end of its next turn.
Endless Drones: At the start of each Game Turn the unit gains an additional 1D3 Enslaved Drones.
Enslavement: The Enslaver may attempt to Enslave units in the Psychic phase by mind controlling visible models. Each attempt may use up to three Warp
Charges, but each unit can only be targeted once per phase. Roll the dice and then minus 1 for every 10" the target unit is away from an Enslaver and for
every 5 models in the unit. Units which contain Pyskers suffer a -2 penalty to their Ld for this test. If the total exceeds the target units Leadership they
have been enslaved and may be moved, by the Enslaver, up to 6". The unit is then controlled by the Enslaver like one of their own units until the start of
their next turn. Each time a unit is successfully Enslaved the Enslaver may elect to leave one of its Warp Dice attached to the unit, any future attempts to
Enslave this unit gain +6 for each dice attached to it, once there are three dice attached to a unit they are permanently Enslaved and the attached dice are
returned to the Enslavers pool. A unit which is attached to an Enslaver is automatically Enslaved, no roll is required. An Enslaved unit has a -1 penalty to
their I, WS and BS but are Fearless.
Psychic Lash (Warp Charge 1+): For each Harnessed charge, to a maximum of its Mastery Level, increase the Enslavers Attack characteristic this turn to
represent the effects of its Psychic Lash. It's close combat attacks ignore Armour Saves. In addition, ignore any Perils rolled.

21
ZONE MORTALIS MISSION: HUNT THE HUNTER
Even amidst the chaos of the near civil war within the Hive, it is clear that the Enslavers have arrived, and may have
done so many months before the first Imperial ships translated into the Bharteth System. While the influence of
the Hive Pylon superstructure still exerts null fields in many areas of the outer city, within the inner Hive the
barrier has all but failed and it is there that the Enslavers are foucsing their efforts.

Table Set-up First Turn


The Inner Hive is a tangled labyrinth of passageways and chambers, The player which deployed first has first turn unless their opponent
and should be represented appropriately. If you are using Forge can steal the initiative.
World's Zone Mortalis tiles or Games Workshop's Necromunda
tiles, then they may be either laid out in an agreed fashion, randomly Primary Objective
drawn or the players may take turns placing the tiles to make up the At the end of the game each player gets 1 Victory Point for each
gaming area. Make sure that each Deployment zones table edge has Enslaver Portal they destroyed and 3 Victory points for each Enslaver
at least one clear entry/exit point. they destroyed.
Enslaver Tokens: Prior to determining Deployment zones, place
1D3+1 Enslaver tokens on the board at least 6" away from a players Secondary Objective
Deployment zone and each other. These can be placed either Slay the Warlord and First Blood.
randomly and by the players in an alternating fashion.
Mission Special Rules
Ending the Game Nightfighting, Reserves
The has a variable game length as per a standard mission described Enslavers: Each time a players unit moves so that they can draw line
on page 144 of the Horus Heresy rulebook. of sight to a token roll a D6, minus 1 from the result for each Psyker
on the board. If the result is equal to or less than the current Game
Deployment Turn the Enslaver Token becomes an Enslaver with 1D6+6 Enslaved
The players roll off, the winner choosing their Deployment Zone and Drones, otherwise it is an Enslaver Portal. At the start of each Game
their opponent automatically being assigned to the opposite Zone as Turn, roll a D6 for each revealed Enslaver Portal and minus 1 from
shown in the below diagram. the result for each Pysker on the table. If the result is equal to or less
than the current Game Turn the Enslaver Portal becomes an Enslaver
with 1D6 Enslaved Drones.

Victory Bonus
The Victor can select one additional unit from their army to be
Marked for Greatness after the battle instead of the normal one. This
unit must have attacked the Enslaver or an Enslaver Portal.

22
ZONE MORTALIS MISSION: TURF WAR
The control of territory is the primary motivation for most of the gangs and Houses of Bharteth Hive. The House
which can create a monopoly on the ownership of certain industries, locations or choke points can exert more
influence over the everyday operations of Bharteth and its people. While all out gang wars are rare, the constant
smaller scale turf wars for border territory is a common, if not bloody, occurance.

Table Set-up Primary Objective


The Inner Hive is a tangled labyrinth of passageways and chambers, At the end of the game each player gets 1 Victory Point for each
and should be represented appropriately. If you are using Forge Deployment quarter they control (no opposing Denial Units
World's Zone Mortalis tiles or Games Workshop's Necromunda present). In addition the player which controls the central no-mans
tiles, then they may be either laid out in an agreed fashion, randomly land (12" circle) gains 3 Victory points.
drawn or the players may take turns placing the tiles to make up the
gaming area. Make sure that each Deployment zones table edge has Secondary Objective
at least one clear entry/exit point. Last Man Standing and Attrition.

Ending the Game Mission Special Rules


The has a variable game length as per a standard mission described Nightfighting, Reserves
on page 144 of the Horus Heresy rulebook. Enemey Unknown: The Enemy Unknown Zone Mortalis optional
rules are now in effect. Instead of deploying their units using the
Deployment models, players represent them using numbered 'Blip' tokens. As they
The players roll off, the winner choosing their Deployment Zone and deploy their 'Blips' the players should secretly write down the unit
their opponent automatically being assigned to the opposite Zone as which corresponds with that tokens number. During play, the 'Blips'
shown in the below diagram. are moved in the same fashion as the units they are representing.
When a 'Blip' comes into Line of Sight with an opposing unit, the
First Turn tokens are then replaced with the models from the corresponding
The player which deployed first has first turn unless their opponent unit, using the token as the front closest model to 'spotting' enemy
can steal the initiative. unit.

Victory Bonus
The Victor gains +1 Gang Influence* of their choice, this can in
addition to other sources of Gang Influence like an Agenda.
* If the game is being played as part of the Global Campaign, be sure
to report this through your Event Organiser or via the online scoring
website at www.AUS30K.com

23
CENTURION MISSION: NULL ZONE
While the dismantling or outright destruction of the pylons within the inner Hive took place decades ago, the
outer Hive is still reliant upon the blackstone pillars as support structures and so these ancients edifices still exert
their esoteric powers. It is in these ancient Null Zones that the last remaining Blackstone Pylons can be located
and investigated to determine their original and purpose.

Table Set-up Primary Objective


The Outer Hive is a dense combination of urban and industrial At the end of the game each player gets 1 Victory Point for each
neighbourhoods, dotted with transport causeways leading into the Deployment quarter they control (no opposing Denial Units
Inner Hive. Tables should be set-up with a large amount of line of present). In addition the player which controls the central Null Zone
sight blocking terrain with the occasional street or roadway running gains 3 Victory points.
through the midst. A combination of the Forge World Zone
Mortalis tiles and regular terrain could be used to represent such a Secondary Objective
densely build up area. Last Man Standing and Linebreaker.

Ending the Game Mission Special Rules


The has a variable game length as per a standard mission described Nightfighting, Reserves
on page 144 of the Horus Heresy rulebook. Null Zone: The central 18" bubble in the middle of the table is
considered an active Null Zone which has the following effects:
Deployment • Any shot that traces its line of sight across the edge of the Null
The players roll off, the winner choosing their Deployment Zone and Zone has its Strength reduced by one. This has no effect on shots
their opponent automatically being assigned to the opposite Zone as from Gauss or Tesla weapons.
shown in the below diagram. • Psychic powers cannot be targeted through the Null Zone.
• No Psychic Powers can be generated inside the Null Zone, no
First Turn Psykers generate Warp Charges and all Psychic effects are nullified.
The player which deployed first has first turn unless their opponent • Any Psyker or Daemon attempting to cross into or out of the
can steal the initiative. Null Zone must take a Leadership test or treat it as impassable.
• All Daemons or models with the Daemon rule are considered to
be Blind and have -2 Strength and -2 Toughness while inside the
Null Zone.

Victory Bonus
The Victor can select one unit from their army, that unit gains a
Bharteth Battle Trait upgrade as if they had progressed a level.

24
CENTURION MISSION: SHATTERED PYLONS
Located throughout the Outer Hive, the remaining Blackstone Pylons form the supporting bones of the Hive.
With the Inner Hive pylons long since dismantled and repurposed, the Outer pylons have survived longer but they
too have sucumbed to rogue miners and looters willing to risk the wrath of the Enforcers for the potential profits
to be made from the blackstone ore. In many places, though, all that remain of the pylons are shattered stumps.

Table Set-up First Turn


The Outer Hive is a dense combination of urban and industrial Players roll off for First turn, their opponent can steal the initiative.
neighbourhoods, dotted with transport causeways leading into the
Inner Hive. Tables should be set-up with a large amount of line of Primary Objective
sight blocking terrain with the occasional street or roadway running At the start of each players Turn, they gain 1 Victory point for each
through the midst. Objective they currently control. These Victory points are kept even
Pylons: After sides have been determined, but before deployment, the if the Objectives are lost latter in the game, and contribute to the
players take it in turns to place 5 objectives. Each player must deploy players Victory points total at the end of the game.
one Objective within their own Deployment zone and the remainder
in the area outside of both Deployment zones. Each Objective must Secondary Objective
be at least 6" away from each other and the board edge. Slay the Warlord and Attrition.

Ending the Game Mission Special Rules


The has a variable game length as per a standard mission described Nightfighting, Reserves
on page 144 of the Horus Heresy rulebook. Enslavers: At the start of each Game Turn roll 2D6 and minus 1 from
the result for each Psychic Mastery Level on the table. If the result is
Deployment equal to or less than the current Game Turn, an Enslaver has entered
The players roll off, the winner choosing either Deployment Zones A the field with 1D6+6 Enslaved Drones. Deploy the unit as if they are
or B and their opponent automatically being assigned to the opposite Deep Striking in the middle of the table, although they cannot suffer
Zones as shown in the below diagram. Each player then take turns in from mishaps. Once an Enslaver has arrived, no additional rolls are
deploying a single unit in first one and then the other Zone until all made i.e only a single Enslaver will ever arrive.
units have been deployed, except those held in Reserve.
Victory Bonus
The Victor of this mission gains 2 Requistion points after this battle,
instead of just 1.

25
FRONTLINE MISSION: INDUSTRIAL HOT ZONE
Although the Hive itself produces an immense amount of material, the true industrial power house is the Rad
Wastes where the massive manufatorum complexes cover the ground like sprawling cities themselves. Many of
these facilities operate with little regards for safety, spilling volatile chemicals into the sluce cannals and irradiating
the surrounding areas with periodic bursts of plasma venting. Even still, these are valuable assets to control.

Table Set-up First Turn


The Rad Wastes can be, compared to the Hive, desolate. Vast The player which deployed first has first turn unless their opponent
storage fields may stand empty one day before being filled with can steal the initiative.
transport containers the next. Industrial accidents can leave some
areas an irradiated dead zone, its structures empty and ruined. Tables Primary Objective
can be set-up in a variety of ways from vast wastelands through to At the end of the game the Objectives in No Mans Land are worth 3
industrial megaplexes. Victory points each and the Objective in each players opponents
Strategic Locations: After sides have been determined, but before Deplyment zone is worth 5 Victory points. The Objective in their
deployment, place a single objective in the middle of the board and own Deployment zone is only worth a single Victory point to them.
then the players take it in turns to place 2 objectives each. One
Objective must be within their own Deployment zone and the other Secondary Objective
in the area outside of both Deployment zones. Each Objective must First Blood and Attrition.
be at least 6" away from each other and the board edge.
Mission Special Rules
Ending the Game Nightfighting, Reserves
The has a variable game length as per a standard mission described Venting: Number each of the objectives 1-5 and at the start of each
on page 144 of the Horus Heresy rulebook. Game Turn, roll a D6. If the result is a 6, nothing happens,
otherwise the corresponding objective marker is subject to Venting.
Deployment Each time an obective Vents, roll a D6 and consult the below results:
The players roll off, the winner choosing their Deployment Zone and 1-2 Irradiation: Place a 7" Blast over the Objective and leave it there until the
their opponent automatically being assigned to the opposite Zone as end of the Game Turn. Models under the Blast are -1 T but gain Shrouded.
shown in the below diagram. 3-4 Toxic Cloud: Place a 5" Blast over the Objective and scatter it 1D6" each
player Turn. Any models under the Blast are hit by Poison 5+.
5-6 Plasma Vent: Place a Flamer Templates narrow end over the Objective
and, using a Scatter dice, determine the wide ends placement. All models
under the Template take a St6 AP4 hit, then remove the Template.

Victory Bonus
The Victor of this mission can use the Increase Supply Limit and
Rearm and Resupply Requisitions once before the next battle without
spending any Requisition points.

26
FRONTLINE MISSION: SECURE A L ANDING ZONE
Without full control of the Bharteth Hive or the Forge Moon of Toleth, Imperial landings must be made via
landing zones secured by troops already on the ground. With limited resources in system already, it is essential that
the forward units maintain strong supply lines, or else they risk getting over run. Securing an adequate area for
orbital insertion however is a priority for all factions invested in the future of Bharteth.

Table Set-up Primary Objective


The Rad Wastes can be, compared to the Hive, desolate. Vast Each sector of the battlefield is worth a certain amount of Victory
storage fields may stand empty one day before being filled with points for the player who controls it. In order to claim a sector, a
transport containers the next. Industrial accidents can leave some player must have one or more Scoring units in the sector and the
areas an irradiated dead zone, its structures empty and ruined. Tables opposing player must have no Scoring units left in that sector
can be set-up in a variety of ways from vast wastelands through to (Denial units do not count).
industrial megaplexes. An adequately large clear area to represent
possible landing zones should be represented on the board, although The sectors of the battlefield are defined as follows:
this could still contain area terrain and rubble. • Players own Deployment zone: 3 Victory points
• No Man's Land: 5 Victory points
Ending the Game • Opposing players Deployment zone: 7 Victory points
The has a variable game length as per a standard mission described
on page 144 of the Horus Heresy rulebook. Secondary Objective
Slay the Warlord and Line Breaker.
Deployment
The players roll off, the winner choosing their Deployment Zone and Mission Special Rules
their opponent automatically being assigned to the opposite Zone as Nightfighting, Reserves
shown in the below diagram. Heavy Armour: In addition to the usual Scoring units, all vehicles
with the Tank type, as well as Super Heavy ground vehicles and
First Turn Super Heavy Walkers, are also classed as Scoring units in this
he player which deployed first has first turn unless their opponent can mission.
steal the initiative.
Victory Bonus
The Victor of this mission can use the Fresh Recruits and Rearm and
Resupply Requisitions once before the next battle without spending
any Requisition points.

27
GLOBAL HERESY - REPORTING YOUR GAMES!
In addition to being a supplement and campaign setting for the 30K Crusade Campaign rules, the Stilling of Bharteth is also
part of the AUS30K Global Heresy. The Global Heresy is a series of worldwide campaigns which have been running since
2015. Throughout that time they have been run in a variety of methods with the Stilling of Bharteth being the latest installment.
If you and your gaming group are playing this campaign while the Stilling of Bharteth is the active target of the Global Heresy
then you can log onto the website and report your battles to help determine the outcome of the campaign and the direction of
the narrative for future settings. If this phase of the Global Heresy has already closed, you can still read about the story of the
Campaign and see what the current active Campaign is to join in on that one.
The AUS30K Global Heresy site can be found at the below address and clicking on Global Heresy one the side menu:

NARRATIVE INFLUENCE
Gang Influence Psychic Beacons
Each time your Crusade Force gains Gang Influence you can report Whenever the Psychic Beacon Agenda was used and a tally recorded,
this along with your Allegiance, Faction and the House which you you can report the strength of the Beacon created along with your
gained Influence with. If you managed to gain multiple Influence in Allegiance and Faction. If both you and your opponent scored results
one game, just report it the number of twice. for this Agenda, your opponent will need to log their own.

GAME RESULTS
For the Game results, only a single player needs to log the results indicating which Allegiance and Faction was the winner along with the Game Format.
Zone Mortalis
Games of Zone Mortalis will help determine the outcome of the
battle for the Inner Hive and who will control the main Bharteth Adeptus Titanicus
Hive Spire. It will show which Houses are aligned to the winning Although not yet fighting on the surface of Bharteth in great number,
Factions and which will be rebelling against the new governor! the Legio Titanicus forces have deployed to the Forge Moon of
Toleth in an attempt to sieze control of the various repair cradles and
Centurion vast refitting bays that the Mechanicum and their endentured Knights
The fight for the Outer Hive will be determined by games of have access to. Having a dominant presence on the Forge Moon will
Centurion and will also have a bearing on House influence with the have significant impact for the protracted war for Bharteth System.
various Factions. The Outer Hive is important to maintain security
and supplies going in and out of the main Hive.
Battefleet Heresy
Frontline With such a small fleet presence compared to conflicts fought within
Control of the Rad Wastes and the vast Industrial complexes the Imperium, the naval battles will be vital to determine which
surrounding Bharteth Hive will be determined by Frontline games. faction can gain control of the Systems various orbital paths and
While the Houses have little to now influence in this area, should a translation points.
Faction with a strong House affiliation gain dominance in the
Wastes it could mean a power shift within the Hive as well.
28
WEAPONS INDEX

Weapon Range Str AP Type


Chem-thrower Template 1 - Assault 1, Fleshbane
Combi-Lasgun 24" 3 - Rapid Fire
- Plasma 24" 7 2 Rapid Fire, Gets Hot!, One Use
Combi-pistol 12" 3 - Pistol
- Plasma 12" 7 2 Pistol, Gets Hot!, One Use
Demo Charge 8" 8 2 Assault 1, Blast (5"), One Use
Flechette Pistol 12" 3 - Pistol, Poison (4+), Rending
Harpoon Launcher 18" 5 2 Heavy 1, Deflagrate, Murderous Strike
Heavy Flamer Template 5 4 Assault 1
Needle Rifle 24" 2 5 Assault 1, Poison (4+), Rending
Polearm - +1 - Melee, Unwieldy
- Blunderbuss Template 4 5 Assault 1
Renderizer - +2 4 Melee, Murderous Strike, Unwieldy
Rivet Cannon 12" 4 5 Rapid Fire 1, Rending
Servo Claw - +2 2 Melee, Unwieldy
Shock Baton - User - Melee, Shock
Shock Stave - +1 - Melee, Shock, Unwieldy
Shotgun 12" 3 - Assault 2
Spud-jacker - +1 - Melee, Concussive
Stiletto - User 5 Melee, Poison (4+)
Stiletto Sword - User 4 Melee, Duelists Edge, Poison (4+)
Stub gun 12" 3 - Pistol
Suppression Laser 8" 3 - Assault 2
- Short Burst 16" 4 - Assault 2, Deflagrate, Pinning
- Focusing Crytal 16" 4 4 Assault 2, Deflagrate, Pinning, Gets Hot!
Web Gun Template 1 - Assault 1, Blind, Pinning (auto-test)

Shock: To Hit rolls of 6 with this weapon become AP3

Shock Grenades
These are special grenades that count as defensive grenades, but have their own unique effect. During a turn in which a unit equipped with shock
grenades uses them as a Shooting attack, any model hit by the Blast are -1 Initiative until the start of their next turn. This effect is instead of
the Blind special rule on regular Defensive grenades.
The Stilling of Bharteth is a 30K Crusade Campaign supplement intended
to provide players with a unique war zone setting for their games. While
being run in conjunction with an organised global campaign, the setting in
this suplement can be played by anyone both during and after the global
campaign.

The 30K Crusade rules document (available from the AUS30K website)
and the Horus Heresy rulebook along with a respective army book are also
required to use the rules and scenarios in this document.

You might also like