Monday, 24 November 2008

Vogen '09 Campaign - Map Location Rules

The Vogen Campaign Map Location Special Rules


Refer to the Vogen Map & Main Rules when before reading this. I have made certain adaptions to the rules to bring them into line with 5th Ed. where needed.


122nd Cadian HQ
Heavily fortified bunkers, minefields and razor wire protect every approach to the head quarters of the 122
nd Cadian infantry, making it a formidable fortress to storm, and a good launching pad into the city.

2/4 VICTORY POINTS: Imperial Guard players may claim their base for 2 Victory points. It counts as having two ‘dots’ of fortifications. However, if the base falls, the player that takes it can claim the Imperial Guard base for 4 victory points as the Guard’s morale is broken.

Administrative Quarter
The commerce that is the lifeblood of Vogen was regulated and controlled from here, by the fiscal accountancy scribes and legislative scholars of the Imperial Office of Outlays. These loathed, but necessary, officials pen the multitude of laws and regulations that governed and monitored the mercantile and financial activities of the populace.
2 VICTORY POINTS

Angel Square
This was once the site of many hundreds of Imperial celebrations in Vogen’s long history, thousands of jubilant citizens flocking to hear the proclamations of the Ecclesiarchy from the nearby Basilica. Coronations, declarations of war and knighthoods have all taken place under the shadow of the massive statue of Sanguinius that casts its steely gaze across the square. Formerly Celebration Square, the site changed its name when the immense statue of Sanguinius
was erected to commemorate those of the Blood Angels Chapter who gave their lives in the defence of Vogen, during the Myele Insurrection. The statue is a great and potent symbol of Imperial power, and if it should be toppled by the forces of evil, the effect on the morale of the Imperial forces would be devastating.
4 VICTORY POINTS: If a non-Imperial player takes Angel Square, they can elect to topple the statue at the centre of the square. If this occurs, all Imperial forces (Imperial Guard and all their variants, Sisters of Battle, Adeptus Arbites, and all Space Marine Chapters) suffer from –1 Leadership for the whole of the next Campaign phase.

Arbites Precinct
The grim and imposing façade of the Judges headquarters, studded with pillboxes, loopholes and gun nests, is a fearsomely well-defended building and every approach is heavily mined and protected by yard upon yard of razorwire. Using it’s connection to the water purification plant, the Judges are able to infiltrate the entire city, springing ambushes on unwary rebels and plant booby traps in their midst.
4 VICTORY POINTS

Basilica Imperius Dominatus
The oldest structure in the capital city, the Basilica Imperius Dominatus, or Basilica as it is more commonly known, is the hub of the Imperial cult of Vogen. Every day the priests of the Ecclesiarchy ring the faithful to worship and the building echoes to the sound of Imperial hymns and prayers.
2/4 VICTORY POINTS: If a Sisters of Battle player controls the Basilica, they benefit from D3 extra Faith points in every battle they play. The Basilica is worth 2VPs to non-sister Imperial players, and 4VPs to Sisters and non-Imperials; as the Basilica is a potent symbol of Imperial authority and cannot be seen to fail.

Building 235
An conspicuously tall structure with a commanding view of the Palace Grounds and surrounding Habs, building 235 is a vital objective for anybody wishing to control it immediate vicinity.
4 VICTORY POINTS: The High Ground mission is always played in this location with Building 235 as the objective.

Cartel House Dwellings
When the families of the various family cartels journeyed to Vogen, they resided in magnificent townhouses in the segregated western quarter of the city.

1 VICTORY POINT.

Dealers’ Accommodation

The middle-men who negotiated the sales and prices of the Vogen kelp cakes to off-world buyers often traveled far and wide across the landmass of the planet to secure the best prices. When they travel to Vogen it was customary for them to stay in this fashionable district, enjoying the lavish hospitality of the family cartels. By day they worked in the sweat pits of the Vogen Trading House and by night enjoyed the exotic delights of the Pleasure districts.

2 VICTORY POINTS. 

Execution Square
When the defence laser batteries were constructed on Gibbet Hill, public executions were moved to the more sheltered location of Khai-Zhan square, which was renamed, with typical Arbites imagination, Execution Square. Lawbreakers, heretics, traitors and witches were dragged in chains to the centre of the square and either shot or burned at the stake for the citizenry’s edification.

2/4 VICTORY POINTS: 4 Victory Points for Chaos players, 2 for all others.

Genatorium
Virtually all of Vogen’s power comes from coastal wave generators and is channeled to the northern genatorium. From here, power is distributed throughout the city. The area around the Gentorium is a no-man’s land of automated underground turbines that pump out scalding hot water in man-killing steam geysers.
2 VICTORY POINTS: The steam geysers follow the rules for Magma Vents outlined in Hostile Terrain, WD255, p36. There are D6+1 geysers on the battlefield. You could use cotton wool to mark out where the geysers are.

Gibbet Hill
Situated on an exposed and windswept rocky island to the northeast of the city walls, Gibbet Hill has always had associations with death. Once, convicted murderers were hung by the neck until dead here, but now it is a fortified gun emplacement. When public executions were moved to the more sheltered location of Execution Square by popular demand, the hill was fortified and defence laser silos constructed atop the old detention complex. It provides a crucial vantage point from which the Imperial palace can be bombarded.
5 VICTORY POINTS: If you control the arsenal of laser silos on Gibbet Hill you may use preliminary bombardment in every game you play. You may also destroy one ‘dot’ of Fortifications in any square or location per week.


Gun Towers and Sniper’s Alley
These heavily armoured gun towers guard a strategic location overlooking the Basilica and law courts making them ideal vantage points for forward artillery observers and snipers.
2 VICTORY POINTS per gun tower location: Each of the Gun Towers has both Lascannon and Heavy Bolter Sentry Guns, set on point defence mode. They are elevated 8”. Once the location is claimed, they will fire upon the nearest enemy target every turn. High Ground is always played in these locations, with the gun towers themselves as the
objective.
2 VICTORY POINTS for Sniper’s Alley South,
4 VICTORY POINTS for Sniper’s Alley North:
A Vindicare Assassin is operating in Sniper’s Alley and may be used by Imperial players at the normal points value. The Gauntlet is always played in these locations.

Hab-blocks Alpha, Beta, Gamma, Delta.
These densely packed habitation blocks are havens of disease, crime and destitution. Any army attempting to move through these areas is likely to have to guard its back from locals, attempting to scratch out a living and survive the conflict through any means necessary.
1 VICTORY POINT PER HAB: If a model is All On Its Own at the beginning of any turn, remove it from play as it is mobbed and murdered by a band of armed scavengers.
If you have all the Hab-blocks under your control, they are worth
 8 VPs in total.

Hab-blocks Epsilon & Zeta

1 VICTORY POINTS EACH

Harikon’s Gate

These swallow-tailed bastions guarded the eastern approaches to Vogen and the river crossing at Cho-Kai Bridge. However, with forces already in the city, these outward looking fortifications are likely to play little role in the oncoming war.

0 VICTORY POINTS

Imperial Senate House

The Senate House was built when Vogen was first founded and, at the time, stood as a symbol of co-operation between the planet’s various family cartels. Local laws were passed here and disputes between the cartels resolved. As a tactical base it is practically valueless, as its plan was indefensible and its structure unfortified.

1 VICTORY POINT

Mercantile and Pleasure Districts
The prosperous mercantile and pleasure districts, popular with the moneyed members of society, lies to the north of the Palace of Peace.

2 VICTORY POINTS EACH

North Road Gate
The North Gate Road is often seen to be the key to controlling Vogen, as it one of the few gaps in the perimeter wall which is both easily defended and also capable of bringing in large amounts of troops and supplies from outside. Anybody who holds the gate would be able to strike deep into Vogen, while reaming sure of his own supply lines.
4 VICTORY POINTS: If you control the North Road Gate, you may re-roll any unsuccessful reserves rolls you make in all locations.


Palace Grounds
This once fertile and pleasant park was used for state functions and gala dinners of the Governor when Vogen’s temperamental summer would allow such events to be held outdoors. These events were said to be magnificent and only those members of Vogen’s mercantile cartels who currently enjoyed the Governor’s favour would be invited..
4 VICTORY POINTS PER HALF: The grounds cannot be fortified.

Palace of Peace
The Governor’s Palace sits at the centre of Vogen and is perhaps the oldest structure on the planet, with the exception of the Ecclesiarcial temple. Cunningly designed by Leonos del Torquemas to be both an architectural masterpiece and impregnable fortress, the palace is designed to be a maze to those not familiar with its layout. Numerous blind alleys and killing grounds masquerade as ornamental hallways and marble flagged plazas, every square inch
covered by concealed bunkers and decorative loopholes. Three centuries ago, in response to increased warp storm activity around the Eye of Terror, Imperial engineers strengthened the walls of the palace, obscuring much of its beauty, but rendering much of the structure virtually indestructible.

10 VICTORY POINTS: This is a fortress, indispensable in times of war and the jewel in the crown of Vogen. A 2500pts Apocalypse game is always played here. It already counts as having three ‘dots’ of fortifications. You may not move into the Palace unless you have a solid foothold in Vogen. Such a massive undertaking as claiming this fortress requires well-established supply lines, troop bases and specialist equipment. Therefore, to take the Palace you must have garnered no less than 8
Victory Points.

If you lose control of the Imperial Palace in the Grand Assault, you must lose D3 pins as well as the pin claiming the Palace as your forces are routed. These must be the pins nearest the Palace of Peace.

Railhead Depots and Terminus
The major rail artery from the massive harbour facilities on Vogen’s southern coast enters the city next to the HQ of the 122nd Cadians where every item of rolling stock was vigorously checked before it entered the city.
 
2 VICTORY POINTS EACH: If you control either the railhead depots or the terminus, you may assault the 122nd Cadian HQ from this location. This bypasses the fortifications of the 122nd HQ.

Spaceport Complex
The reason for Vogen’s continued dominance of planetary affairs, the sole spaceport on the planet is where all Vogen’s imports and exports arrive and depart.

0 VICTORY POINTS: Any forces with a pin in the Spaceport Complex may place a pin in any unnamed location on the map (it does not need to be adjacent to a square occupied by that player). They may not place a pin in a named location. They may also Deep Strike any units they wish to keep in reserve if the scenario uses the Reserves rules.

Trading Houses
The main business of Vogen took place here, in the heaving, sweating floor of the trading house
as the cartel’s representatives negotiated with off world buyers. Competition was fierce and fights
common as the methods of sale frequently became little more than brawls.

2 VICTORY POINTS

Vogen Law Courts
The foremost authority on the planet, the law courts were the preserve of the wealthy, where members of the mercantile cartels would bring any grievances to the Chief Judge of the Adeptus Arbites. Only the most serious and public cases were tried here and frequently these attracted the avid attention of the masses. The south wall of the palace had been under repair when conflict occurred and the position of the Law courts, so close to the damaged section of wall, makes it a logical position for heavy artillery pieces where bombardment of the palace walls can commence.
5 VICTORY POINTS: Any player controlling the Arbites Law Courts may discount two ‘dots’ of
fortifications when attacking the Palace of Peace.

Vogen Theatre House
Patronised by the wealthy members of Vogen society and trade negotiators, the finest works of
Imperial playwrights were performed here. The building’s enormous armaglass dome was said to
be the most magnificent example of Leonos del Torquemas’ work, the architect who also built the
Palace of Peace. Actors once trod the boards here, re-enacting the heroic deeds of the Emperor
and his Primarchs.

2 VICTORY POINTS

Water Purification Plant

Since 98.3% of the planet’s surface is ocean, the water requirements of the populace is easy to meet, although the high salt content of the water requires rigorous purification before it is fit for human consumption. The vital nature of this facility makes it a prime target but its strategic location next to the Arbites precinct makes this capture an extremely difficult proposition.
0 VICTORY POINTS: Any forces occupying the Water purification plant may use any unnamed location on the map when they place a pin (it does not need to be adjacent to a square occupied by that player). They may not place a pin in a named location. Their troops also benefit from the Subterranean Movement rule.

 

Notes

 

·          High Ground & The Gauntlet are scenarios from the old Cityfight expansion. They can be used as written in that expansion, with a few adaptations common sense adaptions.

·          Preliminary Bombardment will use the rules on p.258 of the 5th Ed. rulebook.

·          Hab-blocks Alpha, Beta, Gamma & Delta: Although the 'All on your own' test no longer exists, whenever a squad is reduced to one model, that model is simply removed. This does not apply to independent characters, vehicles, models that start with more than 1 wound or units that started with only one model.

 

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