| Over 500 years ago, a small but well populated sector of space in Segmentum Ultima
classified as G0135TYK was cut off from the rest of the Imperium by a violent, localised
Warp storm. Over the years several attempts have been made to penetrate the storm. None
have ever returned and the sector has remained isolated. Now as suddenly as they appeared
the warpstorms have abated. The High Lords of Terra immediately ordered a crusade into the
sector to once again draw the worlds lost to them back into the Imperial fold. OMACRON
ALPHA is the second world to be reclaimed by the crusade. An extremely productive
civilised world it has become infested by Chaos and is also a know to base of operations
for Tau pirate raids.
The campaign on this world will once again centre around 7 key strategic locations.
| STYKS CITY This is the capital of the world. It is the administrative,
political and cultural heart of the planet and as such is vital to the overall success of
the campaign.
Special Rules: This is where the fiercest fighting will be seen. To represent the
desperate efforts made by your troops, on one turn chosen by you, add +1 to all the rolls
for friendly Shooting or HtH.
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| DEATHBACK MOUNTAIN RANGE A vast mountain range that divides the industrial
heart of the continent with the remaining areas. Vital supplies of fuel and equipment must
travel through the passes of this inhospitable area.
Special Rules: Due to the difficulties of deploying troops in this area you may delay
D6 random enemy units or re-roll D6 enemy reinforcement rolls.
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| LANDING ZONE OMEGA The only surviving space port on the planet. Control of
this will enable overwhelming numbers to be deployed on the planet and so make crushing
all resistance a formality.
Special Rules: With the aid of the landing zones here in this location you can deploy
several units very quickly, therefore D6 friendly units of your choice get a free move
before the roll for 1st turn.
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| VESPINE DELTA The one area of the planet where travel and movement of troops
is easy. Control of this area will severely limit the enemys ability to respond
quickly to threats against them. It is also the main food producing area and so vital to
the long term health of the native population.
Special Rules: As this area is a vast expanse of light vegetation & grasses,
vehicles & transports are in their element, as a result all friendly vehicles get a
free move before the roll for 1st turn.
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| THE TEMPLE OF STYXIAN Whilst of little tactical significance, the rediscovery
of this holy temple, lost in the midst of impenetrable jungle, is of the greatest moral
significance. It will once again establish a base for the re-doctrination of the local
population once the enemy is defeated.
Special Rules: The surrounding area of this mighty temple has a strange effect on all
your troops, they fight with a fanatical zeal never before seen, all friendly units count
a "Fearless".
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| INDUSTRIALISED DISTRICT This is where most of the planets equipment is
produced and fuel is refined. To capture and control this area is to deny the enemy the
ability to wage war.
Special Rules: Due to the close knit buildings & rubble the entire area is
extremely difficult to maneuver vehicles, enemy vehicles cannot move on a D6 roll of a 1,
roll for each vehicle each turn.
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| GOBLAND OUTCROP This coastal island has been abandoned for more than a
century. Rumors of an experiment gone wrong, of lost technology, of immense power, are all
whispered about in the local bars an taverns. Many have sort this power, none have
returned.......
Special Rules: Strange energies play in the sky above this zone, both time &
gravity are in complete flux over a vast area, roll a D6 at the start of each game turn;
1-2 Half movement
3-4 Normal movement
5-6 Double movement
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