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Dakka Dakka Worldwide Campaign Player Briefing Packet First Phase

Contents
Section 1; Overview Section 2; Why We Fight Section 3; Location, Location, Location Section 4; Dramatis Personae Section 5; So What the Heck Do We Actually Do? Section 6; Anything Else?

Section 1; Overview
Aboard the God-Slayer Danio pushed the data slate to the side of his desk, and rubbed the grit forming in the corner of his eyes. How could he have been so blind? The Great Enemy has been on the brink of victory for years, decades. They had felt safe while they focused their rage on eternal Cadia, but now that had stalemated, the enemy was striking out furiously at other sectors. Danio stood, and turned to look out the massive window that dominated one side of his room. In times of danger, the window was covered by a solid armourplas bulkhead. The bulkhead was in its resting position at the moment, allowing an unobstructed view of the glorious grey orb which was his planet. Volkh I. His homeworld, and now his seat of power as Governor of the Ventra Majoris sub-sector, home to nearly 50 billion Imperial Citizens spread over 24 worlds. He keyed the button on his vox-corder, preparing his message to be delivered to the planets across the sub-sector. Venta Majoris This sub-sector is one of several which provides large amounts of weapons, ammunition and tanks to the Cadian Gate. Abaddon believes that a strike at these supply sectors will cripple the defenders of Cadia, opening the way for the victory he has long awaited. But Chaos isnt the only threat, only the most recognized. Slowly, from the blackness of deep space, something sinister is approaching the galactic plane. Ancient forces stir from their slumber beneath the ground of worlds, or approach along forgotten paths of the void. A lost fleet pursued by their kindred finds itself in uncharted space inhabited by their enemies.

Section 2; Why We Fight


The Forces of Order; Eldar The runes have been cast, the skeins of fate consulted, and the path is clear. The Eldar must go to war, they must aid the Imperium and the forces of Order, lest all be lost to the Great Enemy. The sector includes several Maiden Worlds, which the Eldar already protect from trespassers. Recently the Aspect Shrines in the area have borne witness to the Phoenix Lords presence, these great warriors have engaged the enemy of the Eldar with skill and success, yet some wonder why they have all gathered in the one sector at the one time. Could the Rhana Dandra be upon them? Yet hope can be found in the darkest of circumstances. Where the appearance of a Blackstone Fortress would normally cause fear and panic, it has instead strengthened the resolve of the Eldar. Led by Qsandria, a task force from Ulthwe is attempting to corner the Blackstone Fortress where her master Eldrad Ulthran was defeated, hoping to find some clue as to his true fate. Imperial Guard The Imperial Guard. The Hammer of the Emperor. Weary from the hard wars in the region, they never the less answer the call for aid from the Venta Majoris sub-sector with fire and fury. Numerous regiments descend upon the area, reinforcing key worlds or striking at the enemy presence on others. Armoured companies roll forth from cyclopean dropships, the ground shaking beneath their treads. Stealth troopers inset behind enemy lines, and line infantry assault the enemy head on, bringing their advance across the sub-sector to a grinding halt. Yet with the strains placed upon them by the warfare around Cadia, will they have the power to savethe sub-sector, or will they have to abandon these worlds to the Emperors foes? No, never. They will fight to the last, die to a man to defend these vital supply planets. For the Company, for the Regiment, and for the Emperor!

Inquisition Forces The dreaded Inquisition is making its presence felt in the Venta Majoris sub-sector. Each of the Ordo Majoris have their own reasons for being present at this trying time of the Imperium, reasons beyond the simple safety of the Imperium. Many of the Ordo Minoris have members active in the sector as well, serving the Imperium in their own way.

4 Ordo Malleus The Ordo Malleus, defenders from the threat beyond, were always present in the Venta Majoris sector in moderate numbers. The recent increase in enemy activity, however, has led to their presence in the region spiking drastically. From the nearby Formosa Sector, Inquisitor Lord Torquemada Coteaz has arrived, presumably because of the threat that insurrection in this sector would pose to his own. Some believe that he is instead present because of rumours of a successful rejuvinative regime which has been discovered in the sector, prolific enough to extend his service to the Imperium for years to come. Together with their Chamber Militant, the Grey Knights, they have played a key role in denying the daemonic foe. But will their strength of arms and faith in the God-Emperor be enough when the true storm breaks? Ordo Xenos The Ordo Xenos have descended upon the Venta Majoris sector in nigh on unprecedented numbers. This has been attributed to the rise in xeno activity in the region, Inquisitors arriving ready to defend the imperium or advance their own studies as they see fit. Those with contacts within the folds of the Inquisition, however, are hearing whispers of another reason for this increase in manpower. Inquisitor Valeria and Inquisitor Darkhammer, their personal vendetta finally emerging from behind the cloak of secrecy that so much of the Inquisitions work is conducted behind, have surfaced in the sector. Other inquisitors are choosing sides, weighing in on one side or the other. This tension is threatening the strained alliances present within the Ordo, and if it isnt resolved soon, there will be dire consequences. For the sector, for the Inquisition and for the Imperium as a whole. Ordo Hereticus The Ordo Hereticus has been exerting its influence in the Venta Majoris sector for decades, rooting out the witch and the mutant from Imperial society. Recently they have seen a drastic increase in Chaos taint, cults and unsanctioned psykers wreaking havoc on many worlds. Fyodor Karamazov himself has arrived at the head of a large train of followers, intent on burning this taint out. Already his court has seen to the destruction of hundreds of heretics and traitors, yet Karamazov, being the veteran Inquisitor that he is, well knows that there is more to come, and that the taint may have to be faced down on the open field of battle when it comes to the end.

5 Sisters of Battle The Great Enemy must be denied. Led by the living saint, the Sisters of Battle have diverted much of their strength from the Cadian battles to this new theatre of war. With fire and faith they will purify the taint of Chaos from this sub-sector. The Cardinal of Valos has denounced the forces of the mutant, the traitor, and the heretic, and with his holy blessing the Sisters of Battle go forth to bring the Word and the Wrath of the Emperor himself to the enemy.

Space Marines The Space Marines, the Emperors Angels of Death. They safeguard his Imperium from the enemy within, and the enemy without. Many honoured chapters have sent warriors to the growing struggle in this sector. The Blood Angels know that defeating the foe here will slow their advance on Baal, the Black Templars have followed Ghazghkulls trail. The Ultramarines and their successors are defending the Eastern Fringe of the Imperium through their actions, and the Dark Angels have their own enigmatic reasons for fighting here. Scores of other chapters have contributed warriors to the fight for their own reasons, be they simply defending the Imperium, or something more secretive. The greatest war of our age is upon us, and without the Space Marines, the Imperium cannot succeed.

The Forces of Disorder; Chaos The Despoiler has recognized the significance of this sub-sector. Extracted from Cadia, he leads this new thrust at the base of the fortress worlds support structure. The gods continue to back him, seeing their strength grow in many ways. Slaanesh recognizes the beginning of the final stages of the Eldars fall in a victory in this sub-sector. Khorne eagerly anticipates the blood soon to flow. Nurgle awaits his chance to spread yet more plague and poison across the galaxy. Tzeentch has his own reasons, his scribes have found a vast repository of knowledge in the sub-sector, and this is what he desires. Their worshippers will follow them to the ends of the universe, either out of love, fear or both, and the peons of the corpse emperors should shake in fear.

6 Dark Eldar She Who Thirsts grasp is closing. The Wych cults lack sport, the Covens slaves. But in the Venta Majoris sub-sector, the Dark Eldar have found their salvation. Possibly the most unique aspect of the Venta Majoris sub-sector is the presence of the Korzack Blood Orchid, or the Ruple, that grows on the ancient battlefields scattered across the realm, feeding on the arterial blood that these delicate cherry red blooms require in order to germinate. The blossoms carry a powerful chemical, the base chemical of a previously unknown family of stimulants so potent that it is rumoured that the first Dark Eldar to try a fraction of a gram has yet to descend from his euphoric state, and would rather die than do so. This bloom thrives under chaotic influence, so for the Dark Eldar to save their souls, they must dance with the devil.

Orks A green tide is coming. Having evaded his pursuers for now, Ghazghkull Mag Uruk Thraka, the prophet of the Waagh!, descends on this sector of space. In his train come representatives of all the clans, eager to do battle with anyone and everyone. Gork and Mork themselves have appeared to Ghazghkull, promising to make him the biggest Ork in the history of their race, as long as he puts the sector to the torch in the greatest Waagh! in history. Other warbosses are staying nearby him, but whether it is to share in the thickest fighting, or because they think they stand a chance at challenging him and gaining Gork and Morks favour, remains to be seen.

Other; Necrons The tombs awaken. All across the sector, worlds cry out for aid before falling silent, as the legions of Necrons arise from beneath. Overlords from other dynasties rush towards these awakening Necrons, in the hope of gaining control of an ancient weapon that these Tomb Worlds held the key to. A World Engine of unimaginable power, capable of stripping the energy from a sun and controlling it. All life in the sector, perhaps the segmentum, is in danger if the Necrons gain control of this artefact. Last time, it took the sacrifice of an entire Astartes chapter to stop a World Engine. This time, even that may not be enough.

7 Tau Oshova. His name was fitting really, for the great general was most assuredly gifted with a vision. A vision of the future. The future of the Tau. They are a small fish in a vast ocean, the true horror of the scope and breadth of our enemies largely hidden from the majority of the Tau people. This civilization seems coherent and inseparable, yet every people have their rebels. A student of the great Commander Farsight, a witness to the greatest horrors the galaxy has to offer, a pragmatist, a survivor. He knows that the incremental expansion of the Tau Empire will not last, and that when one of the behemoth powers of the universe turn their gaze upon this young race, they will perish. Like Farsight, he would throw it all away; his fame, status and position, for a single cause. The protection of the Empire. He aims to penetrate deep into enemy space, further than any exploratory vessel has ever travelled. To destroy the enemies of the Tau, they need to strike where the balance is most precarious. The Venta Majoris sub-sector, inconsequential until the recent Cadian wars, now holds the key to that sector of space. And these breakaway Tau believe that they have the power, in the form of a new weapon, to turn the balance in their favour. The traditional Tau see this as a threat to the status quo and, fearing the retribution a vengeful Imperium would heap upon them for a strike such as this, are set to stop their renegade brethren.

Tyranids Hive Fleet Leviathan, the largest of all tendrils that clutch the Imperium, has had several arms severed by the great wars that rage across the galaxy. Isolated from the near limitless reinforcements of the main Hive Fleet, the many splinter fleets that infest Venta Majoris sub-sector are still distantly connected to the Hive Mind. Instead of a reckless onslaught that they had once been a part of, they bide their time for the arrival of the Leviathan, and show a keen interest in the works of the Adeptus Biologicus, which have a strong presence in this sub-sector. Their facilities in the region store vast quantities of cadavers from a classified race of xenos hailing from the edges of the galaxy, a race which could hold the key to the final defeat of the Tyranids. The forces of the Hive Mind must stop this work, even if it means harvesting every planet in the sub-sector to ensure their success. A success which could ensure the fate of the galaxy.

Section 3; Location, Location, Location


Venta Majoris Sub-Sector This subsector is located to the galactic south of the fortress world of Cadia. It is one of the key suppliers of this bastion against the darkness, and as such has seen of several minor threats. But it has never suffered an invasion of this scale.

Venta Majoris subsector

Primary System; Venta System Star; Venta Majoris (2.5x size of Sol) Enpivin; Mining World; Worth 5 Victory Points Years of strip mining and ore refining has made the surface of this planet uninhabitable, a rolling wasteland of dead, grey ground dotted with the rusting wrecks of old digging machines. Yet beneath the surface, work continues unabated, caverns so large that cities have sprung up inside them, families of miners living and dying without ever seeing the sun, worshipping the Emperors name through their hard work at the rock faces. Korsk; Mining World, main ore producer for Perdus; Worth 6 Victory Points Korsk has fared far better than its sister mining planet Enpivin, strict laws set in place by the Mechanicus to prolong its usefulness to the Machine-God have preserved its atmosphere and surface. The core of the planet is being eaten away at a phenomenal rate however, to better feed the forges of Perdus. Hopta IV; Hive World; Worth 7 Victory Points Hopta IV is a word of soaring hives sprawled across the surface of a once lush world, green forests and flowing rivers replaced with steel towers and walkways. A harsh world to grow up on, its people turn to the Emperor in worship to ease their lives,

9 and in light of the threat descending upon them, turn their voices in earnest prayer once more. Volkh I; Military Civilized World, Seat of Power; Worth 9 Victory Points The seat of power in the sub-sector, Volkh I is the home of the Imperial Governor, his highest military commanders, and a large PDF. It is a holy land, sanctified by Saint Kay himself, and as such must be held against the forces of darkness encroaching upon the Emperors worlds. Volkh Secundus; Moon, Orbital Defense Base, massive nova cannon; Worth 6 Victory Points This satellite of the seat of power of the sub-sector has a long and glorious military history. Since the sub-sector was brought into the Emperors light by Saint Kay years ago, it has defended its charge from enemies from within and without. Its cannon has caused rebel fleets to scatter in fear, and its PDF have safeguarded Volkh I since their inception. Perdus; Forge World; Worth 10 Victory Points The centre of the Adeptus Mechanicus presence in the sub-sector, Perdus is an ancient Forge World, its dark depths driving the Imperial war machine in nearby Cadia onwards. Masali; Dead World, Quarantined by the Adeptus Mechanicus; Worth 6 Victory Points Masali. The world is the basis of many and varied myths and superstitions in the region, but what can be agreed on is that no one has set foot on the planet who doesnt belong to the Adeptus Mechanicus, and none of them are willing to share their secrets.

Secondary System; Dagon System Star; Dagon Primaris (1.5x size of Sol) Twin Star; Dagon Secondus (0.5x size of Sol) Hera; Hive World; Worth 7 Victory Points

10 Hera is a world covered in a perpetual blanket of filth and smog, acid rain from the heavy industry of the hives lashing the streets, thunderstorms turning the highest of the spires into super conducting spectacles. Yet in this dreary world, the Emperors light shines strong, his people work for their beloved lord, and worship him with their full hearts. Garevo; Garden World; Worth 4 Victory Points A garden world, land on Garevo is one of the most sought after purchases in the sub-system. Ancient hive families have spent thousands of thrones to rent land for a weekend, and millions for a month. It is a beautiful planet of rolling green hills and azure seas, the wildlife similarly attractive and welcoming. How it will survive the coming struggle is unknown. Jurn; Mining World; Worth 5 Victory Points Molov; Mining World; Worth 5 Victory Points Jurn, along with its sister planet Molov, are two of the highest outcome mining planets in the sub-sector. They are similar in many ways, their surfaces dotted with the mouths of deep mine shafts, as well as the settlements for the mining families. Recently however, the Imperial Inquisition has been looking into rumours of cult activity on these planets, rumours which are increasing with frequency as the enemy invasion draws near. Valos; Cardinal World; Worth 7 Victory Points The heart of the Imperial Cult in the sub-sector, Valos, is a shining beacon of the God-Emperors power in the darkness of space. Hymns flow from floating cherubs amidst the soaring cathedrals and spires, and the work population are dedicated to copying the works of the many Saints for distribution to the masses of the subsector. A devoted militia stand ready to repel the enemies of the Imperium, and keep the broadcasting towers sending their messages of Imperial power throughout the sub-sector and bolstering the hearts of its defenders.

Secondary System; Antropos System Star; Antropos IV (9.8x size of Sol)

11 Uralan; Chthonian Planet, Death World; Worth 3 Victory Points This planet is a blasted landscape with no atmosphere to speak of. Its surface resembles that of terrestrial planets such as ancient Terra, except for the complete lack of dwellings or activity. A small population exists beneath the surface in pressure sealed cabins, but they have little interaction with the world, manning listening stations which supply the sector with much needed information. Reillis Primaris; Hive World; Worth 7 Victory Points A hive world dedicated to dangerous yet vital industry, it is a place that few choose to live. Its soaring towers need constant maintenance because of acidic storms in the lower atmosphere, and this is but one of the less dangerous jobs present on the planet. Hundreds die each day, their bodies gathered and sent to Reillis Secundus for internment. The rest of the population struggle on, indoctrinated to such an extent that they believe their lives belong to the Emperor, and that to die in his service is the greatest of privileges. Reillis Secundus; Grave World; Worth 3 Victory Points A grim satellite of Reillis Primaris, this moon is where the dead of Reillis Primaris take their final rest, their duty to the God-Emperor complete. The custodians of this moon are a grim community, jaded to the promises of eternal life crowed by the Ecclesiarchy as they watch body after body brought down from the sky, life after life sacrificed to the God-Emperors industry. Yourvika; Feudal World, Imperial Guard Recruitment World; Worth 4 Victory Points Yourvika is a world which has been kept in a feudal state. This has been done to better make the population ready for induction to the Imperial Guard regiments of the sub-sector. Soaring mansions house the upper class, while the peasant class make their living farming the earth of the world, giving their tithes to their superiors and living a harsh life. Namba; Death World, High Mineral Wealth; Worth 5 Victory Points Covered in volcanoes, with new ones erupting from beneath the surface at a moments notice, Namba truly earns its classification of Death World. Its people mine the minerals which these eruptions reveal from the core of the earth, and as such are a simple folk. The Ecclesiarchy is constantly attempting to bring the population in line with the Imperial vision, a mission which has become more difficult as the battle lines of the Black Crusade have drawn closer. Lucan; Weapons Testing Planet, uninhabitable surface; Worth 6 Victory Points Lucan rebelled against the Imperium one hundred years ago. It was brought back under the wing of the God-Emperor after a brutal campaign of reconquest. In the years since the fighting, the Imperial war machine has made an example of the

12 planet, using it as a weapons testing planet. As such, its surface is uninhabitable, yet despite this, it is of vital importance to the Imperial war effort. Lucan Sigma; Moon, Forge Moon; Worth 6 Victory Points This moon supplies many of the weapons tested on the surface of Lucan, creating more and more material for the Imperial Guard and Navy. The efforts of the Adeptus Mechanicus on this satellite cannot be overstated, nor can the importance of Lucan Sigma. Therefore its pressure sealed compartments must be held against the enemy at all costs.

Secondary System; Inon System Star; Inon (0.9x size of Sol) Inon Primaris; Hive World; Worth 7 Victory Points Inon Primaris is a hive world famous for the amazing reflective glass surfaces of its upper spires, and infamous for the recidivist cells present amongst their population. This recidivism has a limited impact on the control of the world as a whole, but deep down in the plas-steel warrens of the hives, these cells are regrouping and gathering their power, ready for the arrival of their gods. Ortan Minor; Forge World; Worth 7 Victory Points Ortan Minor is the smallest of the forge worlds present in the sub-sector. Despite this, it provides a lot of the tools for Lamarno, its monolithic foundaries spewing toxic fog into the atmosphere, a situation which would be a serious problem on any planet whose controlling class still had organic lungs. Lamarno; Agri World; Worth 4 Victory Points The bread basket of the sub-sector, Lamarno is famed for its vast green tracts of low rolling hills, and its free-roaming herds of Grox in their thousands. It is a paradise which is divided into several large family heritage plots, and these families control a food cartel whose power extends well beyond the sub-sector.

13 Kabaal; Death World; Worth 3 Victory Points A death world to rival Catachan, Kabaal is similarly forested, its dense ironbark trees, a mutation of the ironbark gum from ancient Terra, block all scans from the planets orbit, and the devastating storms make trips planetside difficult. As such, the population are a hard bred bunch, adapted to living on their brutal world. Yet even they dare not venture beyond the guarded walls of their compounds too often, lest the dark forest claim their lives as well.

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Section 4; Dramatis Personae


Warzone Commanders Order Venta System Redkommando Dagon System Gromgor Antropos System BloodAngels Brother Inon System AlmightyWalrus Disorder Venta System Ascalam Dagon System Ascalam Antropos System Ascalam Inon System Ascalam Other Venta System Lt Soundwave Dagon System King Pariah Antropos System keltikhoa Inon System Enigma Crisis

Reserve Commanders for Order; ArcSoll

Reserve Commanders for Disorder;

Reserve Commanders for Other;

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Section 5; So What the Heck Do We Actually Do?


Initial Deployment; At the beginning of the campaign, choose a system and a planet. This is where your forces will be deployed. Do not stress about this too much, it is easily changed (see Travel below)

Battles; Ah, the driving force behind the campaign. The crumping, as certain green faced friends of ours would say. These mechanics will be presented in a system-by-system manner. Warhammer 40,000; Each battle that you fight in counts, affecting who controls the world, furthering your own ideals, or both. The size of the battle counts as well. A skirmish on the grasslands will not have the same impact on Imperial Control as an Apocalypse scale battle in the heart of a hive. In addition to the effect of battle size, when a battle takes place on a Forge World or a Seat of Power, battles fought with the Cities of Death expansion have an increased impact. Additionally, for the first week of the campaign, Planetstrike missions will also have an increased effect on the campaign. Players in the other forces will be battling for something other than control of the region. Tyranid players, you will wish to stay on a world and consume all the biomass available. If you fight and win on a world for long enough, then you will succeed in stripping it of its value. Tau players will be aiming for destabilisation and destruction in the region, if the enemies of the Greater Good are scattered and unable to strike back, the Tau can continue to grow. The Necrons have their own agenda, based around raising the World Engine and deploying its power. These players will be briefed by their warzone commanders on the particulars of their goals in those systems. To report your battle, follow these steps; Step 1; Record the system and planet of the battle, you and your opponents army lists, battle set up, and who got first turn. Step 2; Provide (at a minimum) a highlight moment from each players turn. A ridiculous string of saves, a guardsman seeing of a daemon prince in combat, a khorne bezerker routing a whole unit of necrons, whatever you think qualifies as a highlight from your turn. Step 3; Record how the game ended, roughly which forces were remaining, which objectives were met or controlled, and the Victory Point result. For Cities of Death and Planetstrike games, record the result and which objectives were held and submit that result, and the warzone commander will moderate the results into a Victory Point result. Step 4; Submit these results to your warzone commander Battlefleet Gothic;

16 Battles in Battlefleet Gothic have a different impact to those of Warhammer 40,000. They can affect anything from the insidious spread of chaotic influence to disrupting the enemies travel plans. Due to its specialist nature, the warzone commander and campaign organizers will have significant input on the results of the games. To report any fleet engagements, follow these steps; Step 1; Record you and your opponents lists and battle details (i.e. mission, objectives, etc) Step 2; Record a highlight of each turn, just as in Warhammer 40,000 Step 3; Record how the game ended, roughly which forces were remaining and which objectives were met or controlled Step 4; Submit these results to your warzone commander, and they will have the ultimate decision on the effect of the battle Inquisitor; Considering the nature of Inquisitor as a Role-Playing Game, if you wish to run a campaign of this game in conjunction with the worldwide campaign, you need to discuss several things with your warzone commander. You need to discuss the final goals of the campaign, the inquisitorial band involved, and whichever other mechanics and desires you have in your campaign. Apologies for the vague-ness of this entry, but given the malleable nature of an Inquisitor campaign, you can surely understand the need for more communication in regards to this game.

Travel; Every army has the ability to move across the cosmos, bringing battle to the enemy on any planet, in any system. The mechanics of travel are quite simple. To travel one planet away, it takes 2 hours. To travel 2 planets away, it takes 4 hours. Three planets is 6 hours of travel time, and it continues to increase in 2 hour blocks. While you are travelling, you cannot report any results of the games that you play. To travel between systems, there is a flat travel rate of 6 hours. You choose a planet in that system which you will arrive at. These are the steps you take when travelling; Step 1; Inform your warzone commander where you will be travelling, and how long that journey is Step 2; Wait the length of travel time Step 3; Inform the warzone commander of the system you are currently in (this will be the same as before your travel if you are just going between planets, and it will be a new person if you have travelled between systems) that you have arrived at your new location

17 Step 4; Continue with the battles!

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Section 6; Anything Else?


Feel free to PM any of the organizers or to post questions in the World Wide Campaign thread as you feel the need. Questions specifically related to these rules and the packet itself should be posted in this thread, and Ill endeavour to keep the OP updated with the FAQs you guys have and some answers for those. When enough FAQs have shown up, Ill edit the OP with an updated packet. As the campaign drags on and other mission types become more important (similar to how planetstrike is important in the opening phase) we will release new packets. So keep your eyes on the thread, thanks for your interest, and we look forward to hearing from you all.

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