Campaign Info

Hegira Campaign Rules

Map of Hegira, with ork-controlled areas highlighted in green.

Map of Hegira, with ork-controled areas highlighted in green.

The ork invasion of Hegira began about two and a half years ago, when a Rok crash-landed near the southern pole of the moon. Since then, the xenos have solidified their hold over the “southern continent” of the arid moon, and Imperial forces know that they face a greenskin horde intent on death and destruction. This simple node campaign will determine the fate of Hegira.

FORCES INVOLVED Imperial vs. Orc. (Other forces may make an appearance for their own nefarious reasons.)

 VICTORY CONDITIONS Conquer every node (territory) on the campaign map—and take control of Hegira. Note: If the Spaceport is seized by orks, the Imperial forces will have only a few turns to reconquer before it becomes impossible to continue. (See rules for Spaceport in territory descriptions.)  

TERRITORY CONTROL As the campaign begins, each army controls a number of territories (nodes). Control is maintained if your force was the last to occupy the area.  

MOVEMENT It is assumed that each territory has occupying troops and reserves can be easily transported. Thus players need not concern themselves with such details. An appropriate-sized army will always be available to defend–or attack.

ATTACKING Each turn, both army commanders roll for Initiative (high number on d6). The winner will then choose an enemy-held territory that is connected by a dashed line to one of his controlled territories. This will be the territory that is attacked. After that battle is resolved, the opposing player may choose a territory to attack. Once both battles are fought, a new turn is played.

BATTLES Once an attack is declared, both players read the description for that territory, as listed below. In most  cases, battles will be determined exactly as per the Warhammer 40K rulebook. However, in some territories, special rules apply for terrain or types of battle. If both players agree, they may replace a randomly selected battle with a scenario of their own choosing or design.

STRATEGIC ASSETS Some territories offer benefits if conquered. In most instances, these benefits do NOT apply to the player who owns the territory at the beginning of the campaign. (It is assumed that those benefits are what allow the player to deploy a full-strength army to begin with, so it’s only when the territory is taken by the opposing player that the benefits occur.)

Example: The Topac Manufactorum begins the campaign owned by Imperial forces. Ownership confers no benefit to the Imperial player. If the orks conquer the territory, the orks receive a free 5-percent bonus of points in any army it creates for future battles. (The imperial forces do not lose any points.). If the Imperial forces retake the manufactorum, the orks lose their bonus—but the Imperial forces do not receive any bonus. Two exceptions apply. See the territory rules for Susa City and the Spaceport.  

UNFORESEEN EVENTS At times, the GM may allow unexpected events, such as unanticipated dust storms, to occur. It also may be possible for forces—at times—to receive reinforcements or attack non-adjacent territories (a new ork Rok crashes or Space Marines land by drop pod behind enemy lines). (This is entirely at the GM’s discretion, although he is influenced by clever ideas and cash gifts.)  

TERRITORY DETAILS

1. ORC CRASH SITE It’s been three years since the orc Rok crashed, but except for a crater, nothing remains of the cobbled-together space vessel, as it was torn apart for scrap to build what passes for an ork city. Delapidated buildings, primitive factories, and junk dominate the landscape. Terrain should be heavy (3 terrain pieces per 2’x2’ area), consisting of as many ork buildings as you have, the remaining terrain consisting of hills, craters, or similar forms of arid landscape.

2. IRON SPIRES A narrow and deserted pass through the mountains, this area is avoided by any sane creature, as the iron deposits in the mountains attracts massive and deadly lightning storms. Roll for terrain as normal, but emphasize hills and craters. There are no structures or vegetation in this region, as the lightning storms would turn it into a pyre within days. Special rules: Roll a d6 at the beginning of each player’s turn. If a 1 is rolled, one random friendly unit takes d6 S4 attacks from a lightning bolt–and may be forced to roll for morale. Vehicles struck by lightning take no damage but are immobile and cannot shoot that turn. Varied visibility. If a a lightning bolt strikes, that player’s turn also is subject to a temporary dust storm–night rules apply.

3. Z’YRA MINES This promethium plant suffered severe damage after an ork attack ignited the mine’s promethium storage tanks. Dominated by ruined industrial buildings, there are a number of ork structures where human slaves continue to extract promethium to fuel the xeno vehicles. Roll for terrain as normal, with an emphasis on placing ruins. Little to no vegetation.

4. TARAK MINES This promethium plant remains in Imperial hands and is operating at half efficiency as workers either abandon their posts or have been put to work digging entrenchments. Roll terrain as normal, but vegetation should be used sparingly. Orc control: If seized by orcs, ork vehicles may add one upgrade for free.

5. RUINATION PASS Another pass through the mountains, this region is dominated by deep gullies and tall mesas. Slightly wider than the Iron Spires, this pass has been fortified in anticipation of an ork attack. Roll for terrain as normal, with limited vegetation and no buildings/ruins. Imperial fortifications: Imperial forces are granted an Aegis defensive line (50 points) in addition to their army point total. (See rulebook.) Army may be spent on any additional fortifications or gun emplacements. Special rules: Roll d6. On 1-3, players must fight “Big Guns Never Tire” scenario from Warhammer 40K rulebook. On a 4-6, play “The Emperor’s Will. The Imperial player must use his Aegis defensive line as his objective to place.  

6. BARAD MINE The oldest working mine on the moon, the Barad Mine is heavily urbanized. At least half of all terrain should consists of buildings. Little to no vegitation.

7. TOPAC MANUFACTORUM The industrial capacity of this region is vital to the Hegira war effort, and as a result, a sizable militia force has been recruited and deployed. Special rules: The imperium may add, in addition to the agreed-upon army point total, two militia units, each consisting of 1 sergeant with laz pistol, 9 men with las rifles, BS 2, WS 2, Ld 6. For terrain, place 2d6+1 terrain pieces per 2’x2′ area of the table, with majority of terrain being buildings. Limited vegetation. Ork control of this territory grants orks a 5-percent bonus in points for their army.

8. PYROX HYDROPONIC FARM Several square kilometers of domed buildings house hydroponic farms that help feed the populace. Although significant damage was done during the ork attack, half-starved slaves have been put to work rebuilding the domes to feed the growing xeno army. Roll for terrain as normal. Irrigation in this territory means you are free to utilize crops, wooded areas, and other vegetation as terrain features.

 9. HARAK MANUFACTORUM Another urbanized territory, the city inhabitants fought bitterly against the xeno invaders, actually delaying their conquest of the region by six hours. The area is pitted with ruins. For terrain, place 2d3+1 terrain pieces per 2’x2’ area of the table. Ruins, wrecked vehicles, and hills would dominate.

10. VERIS ISLAND Located on Byrgius Sea, Verdis Island is a relatively lush region of vegetation on an otherwise arid landscape. Its island’s port city is relatively prosperous for its collection of fish, but the island was evacuated months ago and stood empty until the recent ork intrusion. Roll for terrain as normal. In addition to hills and buildings, crops and vegetation are appropriate. Special rules: As the Imperium must make an amphibious landing, the Imperium army may only deploy 50 percent of its army on the table at the beginning of the game. Starting on turn 3, roll for each unit off-board. Turn 3: Unit may enter in the Imperium deployment zone on 5+. Turn 4: 4+. Turn 5: Automatically.

11. PORT HINGA An important source of food for the moon, Port Hinga has long been a staging area for fisherman of the Byrgius Sea. Roll for terrain as normal, although buildings should account for a part of any terrain selection. Special rule: As the orks must make an amphibious landing, the ork army may only deploy 50 percent of its army on the table at the beginning of the game. Starting on turn 3, roll for each unit off-board. Turn 3: Unit may enter in the ork deployment zone on 5+. Turn 4: 4+. Turn 5: Automatically.

12. SEA OF DUST At first glance, this open, flat plain looks like the perfect invasion route for the xeno army. But looks are deceiving. This region is notorious for its “lightning sand,” a form of “dry” quicksand. Place 0-1 terrain pieces per 2’x2’ area of table. Gentle hills or an occasional mesa would be appropriate. At the beginning of each player’s turn, roll d6. On a 1, a random friendly unit stumbles across an area of lightning sand. (Not moving is no protection, as the ground is notoriously unstable and can collapse at any time.) The opposing player may place a large blast marker over the targeted unit (to maximize the number of figures affected), and each figure suffers a S3 attack.

Vehicles roll a d6: 1-3: Immobilized and may not attack for turn as the vehicle struggles to escape. 4: Same as above, but vehicle is immobilized permanently as sand jams its workings. Unit may fire normally in future turns. 5. Immobilized and cannot attack that turn as results 1-3 indicate, and vehicle loses one secondary weapon (if applicable) as sand jams its workings. Other weapons may fire normally in future turns. 6. Vehicle is dragged under the surface and never seen again.

13. K’NASH BUNKER A cornerstone of the Imperial defensive line, this territory is heavily fortified. Imperial fortifications: Imperial forces are granted an Aegis defensive line and quad-gun (100 points). Alternately, if other fortifications are available, they may be added free, with the opposing army receiving 90 percent of the fortification’s point value in addition to the normal army totals.

Example: If  both players agree on armies of 1,500 points, and the Imperial player has a Fortress of Redemption (220 points), he can add the fortress as long as the ork player receives an additional 198 points for his army (1500 + (220x.90)). Special rule: Roll d6. On 1-3, players must fight “Big Guns Never Tire” scenario from Warhammer 40K rulebook. On a 4-6, play “The Emperor’s Will. The Imperial player must use his Aegis defensive line as his objective to place.

14. SUSA CITY The capital of Hegira and the moon’s most urbanized region, this territory is critical to the Imperial economy and war effort. The battle for this territory should be an appropriate City of Death scenario if possible. Terrain should be appropriate for a City of Death scenario. As many buildings and ruins should be placed on the table as possible, with the only open areas being devastated parks or craters and rubble.

15. SPACEPORT At the beginning of the campaign, the spaceport is the moon’s crucial lifeline to the rest of the Imperium. If it falls, the human population is doomed. If attacked, it can be assumed that xeno forces have gotten close enough to bombard the miles-long runways in an effort to stymie the landing of supplies and reinforcements.

For terrain, assume the landscape is flat but extensively cratered. One building/ruin can represent a flight tower or aircraft hanger.

Special rule: Ork control of spaceport cuts off reinforcements. Keep track of future battles. The Imperial army loses 5 percent of its starting points for every battle  subsequently fought (accumulating losses) until the spaceport is recaptured—or the Imperial commander concedes the war is lost.

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