Rumors of Tau emissaries on Hegira were widespread before Imperial authorities stumbled upon a xeno military presence in the Hanui Valley in 735.M41. Several military actions followed as first PDF, and later Imperial Guard, forces attempted to eliminate the threat.
This simple node campaign will determine the fate of Dar Sai.
FORCES INVOLVED
Imperial vs. Tau. (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.
TERRITORY CONTROL
As the campaign begins, the Tau are in control of the Hanui Valley. The Imperium controls all other territories, although if any territory’s loyalty falls to 50 percent, it is “contested” and considered neutral. Control is maintained if a military faction was the last to occupy the area.
MOVEMENT
Movement is always along the paths between territories. Thus a territory can only be attacked if an opposing faction controls a territory with a direct path to the target territory.
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.
Exception: If either military faction has orbital superiority (see below), they may launch an orbital assault on any territory on the planet–even those that are not adjacent to a friendly controlled territory. Rules for orbital assaults are below.
Each turn, the Tau commander will choose an enemy-held territory to attack. The territory must be accessible from an adjacent territory with a path connecting the two–or through an orbital assault (rules below).
After that battle is resolved, the Imperial player may choose a territory to attack (it may be a territory he must lost) or he can seek to influence the Loyalty rating of one territory. (See Imperial Loyalty rules below.)
Once both players have completed their actions, 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. These are listed in the descriptions of each territory.
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 xeno force appears 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.)
ORBITAL SUPERIORITY
Control of space above Dar Sai provides the ability to launch an orbital assault anywhere on the planet–an exception to the movement rules above. To do so, however, a military faction must have orbital superiority–in other words, have forced all opposing ships out of Dar Sai’s orbit.
At the beginning of each turn–before initiative is determined–the Tau and Imperial Naval Commanders will allocate a portion of their naval forces in the Sculptor System to the orbit of Dar Sai.
Once these forces are determined, either faction may declare an attack on the other. This attack must be ordered before ground movement–or orbital assaults–are declared.
If an attack is ordered, a Battlefleet Gothic battle is fought. The loser withdraws any surviving ships from orbit, granting the winner orbital superiority.
If neither side attacks, both naval forces are assumed to be on station–observing their opponent’s forces–but maintaining an uneasy peace. In this situation, orbital assaults are not permitted.
ORBITAL ASSAULTS
If one military faction has orbital superiority, it may launch an orbital assault. An orbital assault may be played using any Games Workshop scenario designed for such assaults–or it can be assumed the assault was not contested–although local defensive forces will still contest the territory by fighting a standard scenario from the Warhammer 40K rulebook or territory-specific rules.
Note that if an orbital assault is launched–and the opposing military faction controls the defense lasers in that hemisphere (north or south)–then a d6 is rolled. On a 4+, one unit participating in the orbital assault (determine randomly) is destroyed. Thus is the price of a bold attack against a well-defended planet.
TAU EMISSARIES
The Tau player has a member of the water caste working covertly to convert the populace to the Greater Good. To reflect this, each turn, the Tau may select a region and roll a d6. On a 4-6, the region’s Imperial Loyalty falls 10 percent. On a 1,roll a d6:
1-2–Emissary captured and executed by Imperial authorities
3-5–Emissary is put at risk. Play a skirmish scenario to determine the emissary’s fate–or kill on a roll of 4-6 on d6.
6–Emissary escapes and uses Imperial negligence as a propaganda tool. The region’s Imperial Loyalty falls by 20 percent.
IMPERIAL LOYALTY
If a region falls below 50 percent loyalty, it is no longer controlled by the Imperium and cannot defend itself. Tau forces may move through the region at no cost (thus moving on to the next region) and also assume control of the region. If an orbital assault is launched at the region, there is no battle fought–and the region becomes Tau owned.
In lieu of a battle in their turn, the Imperium may enter any region where the loyal has fallen below 50 percent (but not Tau controlled) and immediately raise the Imperial Loyalty to 70 percent–through massive purges and executions of suspected traitors.
TERRITORY DETAILS
ARUNA--Lining both sides of the River Tabor is a vast acreage of farmland dedicated to producing the foodstuffs that are essential to maintain the economy of Belzagor (Sculptor IV).
Imperial Loyalty: 80 percent.
Terrain: Significant areas of cropland, lined by trees, with some farm buildings.
Mission: Standard selection from the Warhammer 40K rulebook.
—
BORAXIA–The surrounding warm waters fuel powerful typhons that constantly buffet the island’s plantations. Despite this–or because the ‘s practical populace build stout homes and grow water-based crops, such as rice–the island’s plantations prosper.
Imperial Loyalty: 90 percent.
Mission: Standard selection from the Warhammer 40K rulebook.
Terrain: Roll d6. On 1-3, there are signficant areas of cropland, small copses of trees, and farm buildings. On 4-6, 50 percent of terrain is jungle.
Special Rule: In any scenario with night fighting, replace rules on night fighting with a powerful storm that (1) restricts visiblity as per night fighting and (2) restricts movement by 50 percent.
—
CORAX POLAR DEFENSE LASERS–This barren arctic region is home to the dreaded Corax Ice Serpent. A translucent crystiline lifeform that bears a resemblance to a snake made of ice, the Ice Serpeant is powerful enough to crush a Lemon Russ Battle Tank.
Imperial Loyalty: 90 percent.
Mission#1: Before the defense lasers can be seized, the surrounding territory must be conquered. Standard selection from the Warhammer 40K rulebook.
Terrain: A barren wasteland of snow banks, ice gorges, and ice outcroppings, with a few outlying buildings.
Mission #2: Once the surrounding territory is conquered, an attack must be made on the defensive line surrounding the military base. Choose an assault-style mission from the Warhammer 40K rulebook or Stronghold Assault supplement.If a standard 40K mission is selected, the defender must allocate 25 percent of his army points to defensive terrain.
Terrain: Same as Mission #1, along with defensive terrain as explained by Mission #2.
Special Rule: Roll a d6 at the beginning of each player’s turn. On a 6, the player may place a Corax Ice Serpent (or available”monster”) along any table edge, but at least 12″ from any opposing unit. The monster will move at full speed toward the nearest unit of either player–and attack if possible. The monster stays on the table until killed.
Special Rule: Any political faction controlling this facility may fire upon enemy forces attempting an orbital strike in the southern hemisphere of the planet.
—
HANUI VALLEY–A lightly populated agricultural territory set amidst an idyllic valley, this region proved fertile ground for Tau emissaries seeking a foothold on this Imperial world.
Imperial Loyalty: 20 percent (Territory begins campaign under Tau control).
Mission: Standard selection from the Warhammer 40K rulebook.
Terrain: Cropland, lined by trees, with farm buildings.
—
KISHORE–Another of the planet’s great plantations dedicated to agricultural production.
Imperial Loyalty: 70 percent.
Mission: Standard selection from the Warhammer 40K rulebook.
Terrain: Cropland, lined by trees, with farm buildings.
—
MALATI--This huge plantation supplements its income from mines that extract Rare Earth minerals of unusual purity. As such, Malati boasts the only significant manufactorum on the planet.
Imperial Loyalty: 75 percent.
Mission: Standard selection from the Warhammer 40K rulebook or, if manufactorum is rolled below, from City of Death supplement.
Terrain: Roll d6:
- 1-5: Agricultural region: Terrain consists of a mix of crops, copse of trees, and farm buildings.
- 6: Manufactorum: Terrain consists of industrial buildings, pipelines, piles of debris, shanties, and other industrial terrain.
Special Rule: Control of this region allows the owner to win future first-turn rolls in the cmapaign on a 5-6 on d6.
—
MALIFAX–The only real city of Dar Sai, Malifax serves as the capital of the Imperial government. As the rural aristocracy is wary of urban growth (and the greater risk of civil unrest), the planetary government has never invested in city services. So, besides a few government buildings in the city center, the vast majority of Malifax is a wretched shanty town without water, sewerage, medical, or law enforcement services.
Imperial Loyalty: 60 percent.
Terrain: Essentially a large garbage heap, marked by shanties, huge trash piles, burned-out buildings, and debris.
Mission: Select a mission from the City of Death rulebook.
Special Rule: Control of this region by the Tau grants the Tau army one 20-man conscript unit of Gue’vesa (human allies) at no cost per battle.
—
NORTHERN DEFENSE LASERS–Located atop the tallest mountain on the planet, this area is a grim, lifeless region–save for the PDF garrison that mans the gigantic lascannons that can destroy orbiting ships.
Mission#1: Before the defense lasers can be seized, the surrounding territory must be conquered. Standard selection from the Warhammer 40K rulebook.
Terrain: A barren wasteland of rock croppings, escarpments, and other mountainous terrain pieces.
Mission #2: Once the surrounding territory is conquered, an attack must be made on the defensive line surrounding the military base. Choose an assault-style mission from the Warhammer 40K rulebook or Stronghold Assault supplement.If a standard 40K mission is selected, the defender must allocate 25 percent of his army points to defensive terrain.
Terrain: Same as Mission #1, along with defensive terrain as explained by Mission #2.
Special Rule: At the beginning of the campaign, this position is neutral because of political intrigue (not under the control of either Tau or Imperium). Thus the giant lascannons will not target any orbital assaults. Should the position fall to either political faction, then
Special Rule: Any political faction controlling this facility may fire upon enemy forces attempting an orbital strike in the northern hemisphere of the planet.
—
PRADEEP–Originally founded by an order of the Echalary, this region is noted for its citizens puritan views on the Imperial Cult. of the Imperial Creed. Thus this area has strong anti-xeno biases.
Imperial Loyalty: 100 percent.
Mission: Standard selection from the Warhammer 40K rulebook.
Terrain: Cropland, lined by trees, with farm buildings.
Special Rules: Tau emissaries may not attempt to shiftthis region’s Imperial Control rating.
Special Rule: In any battle fought in this region, the Imperial Guard receives a 20-man conscript force to its army at no cost.
—
PRAN HARBOR–One of the wealthiest plantations on the planet, with a progressive aristocratic ruling family, Pran Harbor is a symbol of what Dar Sai could be–if only other aristocratic families had any concern for the teeming millions working their fields.
Imperial Loyalty: 100 percent.
Mission: Standard selection from the Warhammer 40K rulebook or City of Death supplement.
Terrain: Roll d6: 1-3 = mostly crops and forests, with some farm buildings; 4-5 =mostly forests; 6 urban.
—
PORT SARIKA–Another of the planet’s great plantations dedicated to agricultural production.
Imperial Loyalty: 80 percent.
Mission: Standard selection from the Warhammer 40K rulebook.
Terrain: Cropland, lined by trees, with farm buildings.
—
SANDEEP PLAINS–Arid scrubland, this region is marked by small ranches raising livestock. The land is relatively poor and undeveloped, and unlike much of the planet, there is no ruling aristocracy–instead, most of the land is divided into small homesteads owned by families who are, compared to most of the populace, relatively free to determine their own destinies.
Imperial Loyalty: 70 percent.
Mission: Standard selection from the Warhammer 40K rulebook.
Terrain: Large open areas marked by gentle hills, rocky outcroppings, the occasional copse of trees.
—
TABOR--The newest plantation–only two centuries old–has made little dent in clearing the fetid jungles of the island. The populace is wretchedly poor and backward, little more than slaves living short and brutal lives at the hands of cruel masters.
Imperial Loyalty: 50 percent.
Mission: Standard selection from the Warhammer 40K rulebook.
Terrain: Mix of jungle, isolated crops and farm buildings. Double the number of terrain pieces rolled.
Special Rule: In any battles fought in this region, the Tau receives one 20-man conscript unit of Gue’vesa (human allies) for free.
—
TARASAND ISLAND: Nearly half the island has been converted to farmland, with most laborers living in simple, basic huts without modern conveniences.
Imperial Loyalty: 80 percent.
Terrain: Significant areas of cropland, lined by trees, with some farm buildings.
Mission: Standard selection from the Warhammer 40K rulebook.
Categories: Campaign Info, Dar Sai Campaign, Rules
I only just found this page. Nice to know more about the structure of the Dar Sai campaign. One question though: How does it affect the campaign if a single Tau emissary is killed or captured? Does it give disadvantage to the die rolls that the Tau player makes to reflect the performance of his emissaries as a whole?
LikeLike
If you want to know more about the overall campaign, check out the annual “strategic updates” that appear after each January–they summarize the events of the past year.
As for the Tau emissaries, the narrative of the campaign goes its own direction. I thought an assassination/capture plot fit the desperate measures that Imperial officials would take, and it gave me an opportunity to advance the Dar Said campaign without fighting a full-fledged battle (I was busy at work at the time).
As for the impact, it theoretically paralyzed the Tau command structure, which again helped rationalize why there was a lull in the campaign (again, as I was busy, although I didn’t stop gaming entirely).
LikeLike