The Hiruscant Subsector Campaign


Rules - Status


Sector Overview

Download PDF [warning - large file] with subsector and planet surface maps.


Hiruscant

Hiruscant is the administrative capitol of the Hiruscant Subsector.


Hiruscant II: Halsem

Halsem is a hot desert rockball, only marginally habitable but the site of several rich mineral deposits.  Halsem is tide-locked, leaving the mercury mines on the scorching dayside the habitats in the habitable twillight band, and the spaceport in the freezing permanent night.

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.

1. Port Mercury

The sole spaceport on Halsem, it has vital importance for the populace, since all food and water must be imported to the planet.

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.

2. Tartarus Town

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.

3. Processing Plants

The preprocessing manufactoriums is where the ores are processed into compact, high-value raw metals.

Use industrial terrain, with wide spaces between the monolithic factories and storage tanks.

4. Silverfields

The area is known as silverfields due to the pools of liquid quicksilver that seep from the ground in low-lying areas.  The mining operations are conducted from specially modified tanker landtrains that slowly crawl across the fields, scooping up the quicksilver.

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...

5. Red Canyon

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.


Hiruscant III: Hofir

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.


6. Petrarch

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.

7. Port Meridian

The coastal city of Port Meridian is home to a great fishing fleet.

Terrain should be low-density urban, if possible with a water board-edge and port facilities.

8. Mount Sark

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.

9. North Combine

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.

10. Meridian Jungle

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.

11. South Combine

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.

12. Veldt

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.

13. Port Arthur

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.

14. South Polar Defence battery

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).

15. Port Hope

Much like Port Arthur services the southern polar batteries, so does Port Hope service the northern polar batteries.

16. North Polar Defence battery

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.

17. Mariner City

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

18. Green Coast

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.

19. South Valdor

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.

20. Valdor High Plain

The high plains of Valdor is famously idyllic, and a favorite hunting ground for the ruling elite of Hofir.

21. The Gardens

The plantations of Valdor are the source of the choicest fruits and berries in the sector.

Resource 

22. Willett Pass

The only pass in the Great Vals mountain range that is always passable.

23. Passai

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

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.


Tanith III: The Palatinate of Narn

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.

24. Rhadamant

The capitol of the northen continent. Since the Tyranid incursion in 007.M41, it has been a husked shell.

Destroyed City

25. Excelsior Field

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

26. Paramanx

Port town; some trade with the southern continent, some fishing.

27. Kelvayn Ridge

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.

28. Viridian Vale

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.

29. New Oklahoma

A farming region.  A golden expanse of cornfields as far as the eye can see, with a few scattered mega-farms studding the land. Since the Tyranid invasion, it is a wasteland of sparse, mutating vegetation.

Destroyed Resource. Use open terrain. 

30. Glacier Edge

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.

31. The Downs

A region of scattered farmsteads and sleepy villages.

32. Eacus

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.

33. Altos Field

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 

34. New Brazil

The equatorial coastline is littered with small towns, none big enough to really qualify as a city.

Jungle terrain.

35. Omonguala

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.

36. Monorails

The great monorail from Eacus to its uplands is a marvelous feat of engineering, stretching on slender pylons above the forest canopy most of the way, with silver railcars speeding at hundreds of kilometers an hour.

Jungle terrain. The monorail node is a special installation: If it is destroyed, remove the node and its connecting paths from the game entirely.

37. High Valleys of Peredra

The lands of Peredra are fertile and isolated high plains, and is the cultural centre of the sourthern continent - the Capitol city is considered to be full of upstarts, outsiders, and know-it-alls.

Resource

38. Stone Temple

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.

39. Minos

The capitol of the island continent of Obishad.

City

40. Diamond Field

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 

41. Ok Tedi

A region of millenia-old strip mines, scraping ever deeper into the mountains as the upper seams are depleted.  The chemicals used in the mineral processing have left the area permanently scarred and poisonous.

Resource 

Use rocky ground, with piles of debris and large pools of chemicals that counts as Dangerous terrain.

42. Kharad

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.


Tanith IIIa: Leo Albus

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.

43. Mycenae

Mycenae is the only place on Leo that connects to the surface, through the great elevators that ferry the processed minerals up from the underground to the waiting cargo barges.

City, Spaceport 

44. Old Mines

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

45. Manufactorium

A vast underground factory and chemical plant, where ore is processed and the valuable minerals extracted.

Underground 

46. Vacuum Tunnel

When the deposits around Planitia were discovered, a 750 kilometer long laser-straight tunnel was carved from Mycenae to the center of the new deposits; The tunnel is kept in vacuum by a couple of surface access shafts, and a magnetic train speeds back and forth between the two main settlements on Leo.

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.

47. Planitia

Central habitat cave for the miners working on the new mines.

Underground, City 

48. Castor Mine

Deep mines.

Underground, Resource. Use tunnels and caverns terrain. KillTeam battles are also appropriate.

49. Pollux Mine

Deep mines.

Underground, Resource. Use tunnels and caverns terrain. KillTeam battles are also appropriate.


Ammon

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.


Ammon I: Moloch

Moloch is nearly lifeless, apart from a few poisonous species of lichen, and would have remained another empty planet in a galaxy filled with worthless rocks, had it not been for the discovery of rich deposits of Promethium, then and now a keystone in Imperial industry and commerce.  Soon after the discovery, four great STC hive cities rose on the rocky surface of Moloch, and the industry made cheap by the abundant energy made Moloch the forge world of the subsector. 

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.

50. Hive Sthenos

The first of the hive cities built on the planet, it is also the most decrepit.

City 

51. Hive Menos

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.

52. Hive Cherebh

This is the seat of the Governor, and the main base for the planetary militia.

City 

53. Hive Petrai

This hive is situated in a pass in the Great Circle Range of mountains, at a fairly high altitude. 

City 

54. Port Kryden

The southern spaceport is named after the ancient explorer who first discovered the mineral deposits on the world.

Spaceport 

55. Port Lucent

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 

56. Chemical Wastes

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.

57. Extraction Station Alpha

Moloch has very small icecaps, but even a small icecap can provide clean water for a large population.  The extraction stations melt and purifies the water, before pumping it to the hives through immense buried pipelines.  This station serves Hive Sthenos.

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.

58. Extraction Station Beta

Another north polar extraction station, this one serving the needs of Hive Menos.

Resource, Installation

59. Karnak Ridge

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.

60. Red Lake

The remains of a dried-out ancient lake; Only the red crust of mud reveals that this was once a large body of water.  Lately, there has been much construction actitivity, and a makeshift town has risen in the middle of the lakebed.

61. Venk Plain

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.

62. Crater Rim

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.

63. Copernicus Crater

Situated in the middle of an ancient impact crater, the installation is purposely hard to reach.

Defence Battery 

64. Spine Tip

The Spine Tip missile base is situated in the uplands of the southern tip of the Great Spine Range.

Defence Battery

65. Koom Valley

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.

66. Tycho Crater

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 

67. Extraction Station Gamma

Another polar extraction station, this one serving the needs of Hive Cherebh.

Resource, Installation

68. Extraction Station Omega

The final polar extraction station, this one serving the needs of Hive Petrai

Resource, Installation

69. New Siberia

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.