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subsector and
planet surface maps.
Hiruscant is the administrative capitol of the Hiruscant
Subsector.
The trip from the habitable areas to the mines is an adventure in
itself, with miners riding great insulated and cooled landtrains across
the scorching wastes.
Spaceport. Battles here take place in permanent
Nightfighting conditions. After each movement phase, every unit
that moved takes a single frostbite wound, with a normal save allowed.
Tartarus is a small hive, mostly underground to keep out of the constant winds.
Underground, City. Use cityfighting rules, if possible,
with as much built-up terrain as possible.
Use industrial terrain, with wide spaces between the monolithic
factories and storage tanks.
Resource. Use flat, open terrain, with pools of molten
metal that is considered dangerous terrain. After each movement phase,
every unit that moved takes a single heatstroke wound, with a normal
save allowed.
A mysterious structure was recently discovered in the hot desert; It
was concealed under a mound of rocks, which seems to have been blasted
away recently by an unknown force. The structure looks Eldar in
origin...
The bottom of great red canyon is one of the
few areas where there is some shade; The deep rift has also bared
valuable mineral seams, and the canyon floor is therefore littered with
mines in various states of profitability.
Resource. Use rocky desert terrain, with scattered mining
equipment.
Hofir is a pleasant Earth-like planet with a rich and varied ecology
- from the majestic mountains of Valdor, to the lush Jungles of Central
Meridian, to the wide cornfields of North and South Meridian. The
fabled floating Mariner City that continually circle the southern ocean
is also justly famous. As a sector capitol, Hofir is well
defended, by great defence laser and missile batteries strategically
located on the north and south poles.
This is the
capitol city of Hofir, and the seat of the Sector Governor of the
Hiruscant Sector. It is a city built mostly from fine green
marble, situated in the middle of a plain of rolling fields.
City, Resource, Spaceport Terrain should be urban.
Terrain should be low-density urban, if possible with a water
board-edge and port facilities.
The mountain range in north Meridian is capped by the planet's
highest point, Mount Sark. It is famous for the Chapel of the
Sisters Penitent that sits on the very tip of the spire. The Chapel was
founded in M38.331, and has grown organically since - it is now a great
Cathedral, with many subterranean levels dug into the bedrock.
City. Terrain should be densely-packed stone buildings, if
possible in several levels. Alternatively, the battle can be
fought in the mountaineous terrain around the monastery.
The nothern Meridian farmlands are spread around
a cluster of cities that vie for the honour of being the most efficient
food producers of the planet.
Resource Open, flat terrain.
The dense equatorial jungles of Meridian are generally
considered
untameable, and home to several dangerous species of wildlife.
Jungle terrain. A few patches of dangerous vegetation is
appropriate, too.
The center of South Meridian Food Produce, the
southern plains all disgorge their bounty of Groxen for slaughter into
the vast slaughterhouses of South Meridian.
Resource. Set battles in low, widely-spaced industrial
food-produce manufactoriums, or in the open ground of the surrounding
lands.
The Hive city of Veldt is a half-empty shell, a shadow of its
former
glory. Sitting in the center of once-lush farmlands, it should have
been a rival of the Combines, or even Petrarch itself, but centuries of
mismanagement and greed has left the plains as salty deserts.
Urban setting, decrepit and poorly maintained.
The only ice-free port on the sourthen hemisphere, and the
base for
the gigantic submersibles that ferry supplies to the south polar
defence batteries.
Snowy terrain, with large port facilities.
The Defence Batteries is a collection of
mobile platforms that continually crawl the over the polar icecap -
partly to avoid being in a known location, partly to ensure that they
aren't buried in snow. The batteries are supplied by submersible
twice a year, so whenever a supply freighter is expected, the thermal
lances are briefly directed at an area of ice. The resulting
steam explosions are a cause for great celebration for the base crew,
since it means one third of them get to go home.
Defence Battery. Ice plain, with scattered
mega-crawlers. The batteries are too large to be used effectively
in small battles in this node, but they do have effective anti-air
weaponry. The attacker may not use preliminary bombardment
against this node, may not use flyers (Imperial Armour, p70), and may
not use Deep Striking units that arrive by air (Drop pods, Swooping
Hawks, Spore Mines etc).
Much like Port Arthur services the southern polar batteries, so does Port Hope service the northern polar batteries.
A sister installation to the Southern Battery, the northern battery suffers from a very poor operational record due to the incompentence of its commanding officer (an unpopular nephew of the sector governor).
Defence battery
When issuing an order to the Northen Polar defence battery, roll D6:
On a 1-2, the battery fails at is task - the order is cancelled and the
command point is lost. The anti-air defence is in even worse shape.
The Mariner City started as a
collection of tankers, commandeered by refugees from a civil war in
M39.150, but has since grown to a vast floating city, with fishing
industries, pleasure domes, and even a small spaceport. In
Mariner City, life is cheap but cheerful.
City, Spaceport
The great south bay of the Valdor continent is always green
with
conifer forests. Green Coast is the largest of many thriving
towns that dot the coastline.
The cold Tundra of South Valdor would probably be left empty, if it wasn't for the Black Monument, a huge perfect geometric shape of an incredibly hard black material. It is unknown what it actually does, and equally unknown how long it has been on the planet, but pilgrims (mostly from the Adeptus Technologicus) continue to visit and probe or pray.
The plantations of Valdor are the source of
the choicest fruits and berries in the sector.
Resource
Passai is a coastal hive city with few redeeming
qualities. There is industry, but not as efficient as that on
Moloch, and light mining and agricultural processing, but not as good
as that of the other cities on the planet. There is little art or
culture either, since the talent can easily leave for Petrarch. As a
result, Passai is a grey and dismal place to live.
City
Tanith system has been a human world since the Dark Ages of
Technology, and has managed to slip through the millenia of Chaos, War,
and Alien Incursions relatively unscathed.
There is only one habitable planet in the system, the Palatinate of
Narn. The single moon, Leo Albus, is also inhabited, but the
population there lives in spacious underground caverns and work in
underground mines. The surface of Leo Albus is a featureless
grey-white dust plain.
The Palatinate is, and always has been, ruled by a triad of hereditary Counts, one from each of the main continents of the planet. In addition, there is a well-entrenched Ecclesiarchy that started as a state church and has since become a loyal part of the Adeptus Terra. In Tanith, the Counts rule in concert, and the Church keenly watches the Counts for any signs of weakness or discord. Over the millenia, there have been a number of surprise fatal illnesses and accidents for the Counts, and it is rumoured (very softly) that the Officio Assassinorum has an unusually close working relation with the local clergy.
The Palatinate itself is (mostly) a garden planet, with only enough industry to supply the Great Army (as the local PDF is called) and a navy supply station in high orbit. The Palatinate has since its founding believed firmly in maintaining a large standing army, and as a part of the Imperium, it believes equally strongly in staying on a good footing with the armed forces.
The capitol of the northen continent. Since the
Tyranid incursion in 007.M41, it has been a husked shell.
Destroyed City
Centrally located, far from any habitation, the
spaceport mostly sees traffic from the great food barges
that supplies
the Hives on Moloch. Destroyed by the Tyranid incursion in 007.M41, and
is now only overgrown ruins.
Destroyed Spaceport
Port town; some trade with the southern continent, some fishing.
The site of a famous battle, where Commander Kelvayn defeated an Ork invasion in M35.221. The battle is described in detail, but perhaps exaggeratedly, in the Ballad of the Ridge, a three-hour epic work that remains popular throughout the planet to this day. The wrecks of the Ork landers and Roks can still be seen, though the millenia has worn them considerably.
A farming region. A region of rolling hills, crystal
lakes, farmsteads, barley fields and fruit plantations.
Famous for the Viridian Ale brewed in the small city of Amethyst.
Since the Tyranid planetfall in 0104.007.M41, the vegetation in the
area has run amuck, and is now hostile of to all other lifeforms.
Destroyed Resource. Use open terrain, with
scattered copses and
farmhouses. Use Dangerous Plants, Jungles and Tyranid spires.
Destroyed Resource. Use open terrain.
The north polar cap of Tanith III is entirely on land, and thus comparatively small. The glacier wall that marks the border between the arctic ice and the subarctic tundra is the home of an order of Monastic Nomads that continually circumnavigate the planet, chanting the whole way. it is considered a mark of great piety in the Palatinate to conduct at least one circuit in ones lifetime.
A region of scattered farmsteads and sleepy villages.
The capitol of the sourthern continent. It
is surrounded by dense Jungle that continually threaten to overwhelm
the poorer, outlying areas of the city. The city is divided
between the rich elite and the poor plebeians by a defended circle wall
around the core of the city.
City
Jungle - the battle can be fought either in the jungle outskirts of
the city, or in the builtup city proper.
Located in a high rocky plain, the Altos
field is a remnant from the days when spacecraft still destroyed the
land they lifted off from. The pools of vitrified rocks still
bear witness to the history of spaceflight, here.
Spaceport
The equatorial coastline is littered with small towns, none
big
enough to really qualify as a city.
Jungle terrain.
The great river Omongo meanders from the
depth of the jungle out to a mosquito-ridden delta, and 500 kilometers
inland lies the city of Omoguala, home of the Herb Witches. The
Jungle surrounding the city is home to numerous species of plants and
animals with both real and imagined medicinal properties, and the rich
and infirm from the entire sector flock to the Witches for treatment.
Resource
Jungle terrain. A riverside and some scattered houses would also be
appropriate.
Jungle terrain. The monorail node is a special installation:
If it is destroyed, remove the node and its connecting paths from the
game entirely.
Resource
The Stone Temple was built from granite quarried from the
Peredra
range sometime in the early millenia after the founding, and is as such
one of the oldest standing structures in the entire subsector. It
is the most important centre of the Cult of Terra in the Tanith system.
City
Outshipment facility for the rare minerals
mined from the mountains of Obishad. Almost all of the production
are shipped directly to Moloch, where it is used in the manufacturing
of alloys and old-technology machinery.
Spaceport
Resource
Use rocky ground, with piles of debris and large pools of chemicals
that counts as Dangerous terrain.
The mines in this region are
kilometre-deep shafts. As the mines have grown deeper over the
millenia, the upper, abandoned, levels have become squatters' housings
where the citizens grow short and pale for lack of sunlight and
nourishing foods. Meanwhile the lower levels grow ever warmer for every
few meters deeper the drills go. Over the last few years,
superstitious miners have begun to complain of drum-like sounds from
abandoned shafts...
Underground, Resource. Use installation terrain if possible, with tunnels and caverns. Play Raid: Sabotage or Kill Team: Sabotage here.
The Palatinate's only moon is rich in various rare minerals that are
highly prized on Moloch. It is airless, and the original miners
built entirely under the surface to avoid the threat of
bombardment from space (the system was, at the time, threatened by
Orks). Later generations have maintained this principle, so to
this day the only surface installation on Leo is the landing fields of
its spaceport.
City, Spaceport
This section of mines are nearly
played out, but a few operations are still working on squeezing out the
last few grams of rare minerals from the rocks.
Underground, Resource
A vast underground factory and chemical
plant, where ore is processed and the valuable minerals extracted.
Underground
The tunnel is 48" wide, in gameboard terms. Set up flat
terrain with no features. Play the Recon mission, with players setting
up on the short board edges instead of the long board edge, at least
12" from the centerline of the board. The long board edges are
impassable walls, all terrain within 6" of the wall slopes steeply
and is considered dangerous, and all terrain within 12" (but not within
6") of the wall
slopes gently and is considered difficult. There is no cover of
any kind in the tunnel.
Underground, City
Underground, Resource. Use tunnels and caverns terrain.
KillTeam battles are also appropriate.
Deep mines.
Underground, Resource. Use tunnels and caverns terrain. KillTeam battles are also appropriate.
The star Ammon is a red dwarf supporting a single cold and rocky
world, Moloch. There are more planets in the system, ranging from
cold rockballs to iceballs, and while some are mined by wildcat
insystemers, there is no significant presence on any of them.
The promethium deposits has run out centuries ago, but the
concentrated industry and Adeptus Technologicus presence ensures the
continued viability of the planet.
Life in the hives is short and brutal, and the planetery governor
keeps the populace thoroughly suppressed through a rigid, almost
feudal, hierarchy of hereditary barons, dukes and counts.
The first of the hive cities built on the planet, it
is also the most decrepit.
City
The most prosperous of the Hives - persistent rumour
(especially in Hive Sthenos) has it that the rulers of the Hive has
found a new source of cheap energy, and is using it in their
manufactoriums to undercut the prices charged by the other hives for
the manufactured goods that the hives supply to the rest of the sector.
Update: Razed by
Tyranids M41.006.1202. Only a blackened shell remains of the once-proud
habitat.
This is the seat of the Governor, and the main
base for the planetary militia.
City
This hive is situated in a pass in the Great Circle Range of
mountains, at a fairly high altitude.
City
Spaceport
The northern spaceport is dominated by the
nearby Hive Sthenos, and all transshipment in and out of the port is
monitored and taxed by the Hive administration, much to the frustration
of the rulers of Hive Menos.
Spaceport
Millenia of pollution from the hive manufactoriums have left the northern plains completely sterile - but the residual chemicals ensures that the few pools of stagnant water are always colored brightly.
Flat and featureless, with patches of Dangerous terrain.
Resource, Installation Controlling the water
processing on Moloch is of vital importance to
the survival of the planetary population. A player that control
all remaining extraction stations can, at a cost of 4 command
points, destroy any city
installation on Moloch. If all extraction station installations
are destroyed, all city installations on the planet are also destroyed.
Another north polar
extraction station, this one serving the needs of Hive Menos.
Resource, Installation
The southern tip of a small mountain range. Since the
pipeline
passes the ridge aboveground, the site is of critical strategic
importance to Hive Menos.
A featureless grey dust desert, crossed by the Trans Moloch
Railroad. Huge trains move through the desert once every few
days, ferrying goods and poor citizens between the hives.
Use a plain, flat desert, with a raised railroad line crossing the
table, blocking line of sight between the two deployment zones.
A defended pass guarding the only access road to Copernicus
Crater.
After setting up terrain and choosing board sides, but before
deploying troops, the defender places two bunkers. Do not include
these bunkers in victory points calculations.
Situated in the middle of an ancient
impact crater, the installation is purposely hard to reach.
Defence Battery
The Spine Tip missile base is
situated in the uplands of the southern tip of the Great Spine Range.
Defence Battery
The grey plain is dotted with large and small statues of
stumpy,
vaguely man-like figures. Superstitious Molochi believes that
this is the petrified "Old ones", who lived on the planet before humans
came, while most reasoned historians believe that it is merely the work
of a dedicated and singleminded artist, sometime during the time before
Kryden's discovery.
Use desert terrain, sparsely studded wth rock formations (statuary if you have it), with a raised railroad line crossing the table, blocking line of sight between the two deployment zones.
The command center for
the Moloch space defences, and base for system defense spaceships, the
great sprawling Tycho base is always a bustle of military activity.
Defence Batttery, Spaceport
Resource, Installation
Resource, Installation
Penal colony. The petty criminals and dissidents from
the
Molochian hives are shipped here, where they are forced to perform
backbreaking physical labor.
Uprising. Each time one of the Moloch hives are lost
from Imperial Guard control, roll a D6. On 1-2, the penal colony
revolts. The node becomes Chaos controlled. When defending in
this node, a Chaos player may add a unit of 10 cultists to his forces,
for each 1000 point (or fraction) of forcelevel. Use the cultist
profile in C:CSM, p.40. Cultists have Close Combat Weapon and
Autopistol, and the Scout special rule. While Chaos
controlled, other players cannot Expand Control into
the node; You have to Move Battleforce into the node
to gain control over it.