Valderan

Northern and Southern Polar Defense Grids
-----------------------------------------
These two formidable positions are the heart of planetary defense network for Valderan. In the distant past, it would have taken a full battle force to even threaten the planet. Now, due to waning manpower and supplies, they have dropped dramatically in effectiveness, though they are still heavily defended.
2 VICTORY POINTS EACH. Both already count as having two �dots� of fortifications.


Paltin Islands
-------------
The northern sea can be a very dangerous place, with storms arising without warning, bringing strength to whip a man off the deck. The Paltin Islands makes the crossing much safer, offering a port capable of sheltering even massive factory boats through the worst of storms.
1 VICTORY POINTS

I
nfrastructure Sectors Alpha, Beta, Gamma, and Delta
----------------------------------------------------
This massive tangle of highways and railways allows for the easy movement of troops and supplies for one end of the continent to the other. Though seen as a security risk by VDF (Valderan Defense Force) Commander Hartov, the Governor decided that improving industry was worth the risk.
1 VICTORY POINT EACH: If you have all of these under your control, they are worth 8 VPs in total

Infrastructure Sectors Omega and Lambda
---------------------------------------
Though not as immense as Alpha or Gamma, they still pose a vital link for transit.
1 VICTORY POINT EACH.

Resita (planetary HQ)
--------------------
Resita is the location of the VDF HQ.
2/4 VICTORY POINTS: Imperial Guard players may claim their base for 2VPs. It counts as having two "dots" of fortifications. However, if the base falls, the player that takes it can claim it for 4VPs as the Guard's morale is broken.

Videle and the Holy Emperor Monastery

-------------------------------------
It is said that long ago Rogel Dorn and the Emperor once stood on this site. It is very sacred, and a monastery has been built here to venerate it.
4 VICTORY POINTS: If a non-Imperial player takes Videle, they can elect to desecrate the monastery. If this occurs, all Imperial forces suffer from -1 Leadership for the whole of the next Campaign phase.

Barsov Spaceport Complex

------------------------
Once, in days long past, this station saw the formation of entire armies being shipped of planet. Now it doesn't see quite as much traffic, but it is still being the largest spaceport on  the planet.
0 VICTORY POINTS: Any forces with a pin in the Spaceport Complex may place a pin in ANY unnamed location (it does not need to be adjacent to a square occupied by that player). They my not place a pin in a named location.
They may also Deep Strike any Infantry or walker units they wish to keep in reserve if the scenario uses the Reserves rules.

Barsov

------
With its large spaceport, Barsov has grown to be a city of traders and merchants. It is thru here that most off-planet goods come. Because of this, it is also well known for its large pleasure districts.
2/4 VICTORY POINTS: 4 VPs for Chaos and Dark Eldar players, 2 for all others.

Verco and Arad Airfields

------------------------
These two airfields are the largest ones on their respective continents. They allow for fast mass transit of people and goods, with out the costly expense of  space travel. Also, they can even land some of the smaller starships in a pinch.
1 VICTORY POINT EACH: Any forces with a pin in either airfield may deep strike any one unit (yes that means vehicles but not super heavies) even if Deep Strike rule aren't in play. When deep striking vehicles you may not disembark transported models. You must center the vehicle under the template. if the template scatters over impassable or difficult terrain make an immediate immobilization check.

Varco Munitions Factories

-------------------------
Here, in towering factories, 78% of all munitions for Valderan are produced.
3 VICTORY POINTS.

Shrine of Our Beloved Emperor (astropath monastery)

-----------------------------
High in the forbidding mountains sits this small monastery. This unlikely looking place is the main point for communications out system to the rest of the Imperium.
2 VICTORY POINTS: If you control the Shrine, you may re-roll any unsuccessful reserves rolls you make in all locations.

Caldern Jungles

---------------
These jungles have resisted human settlements since the beginning of Valderan's colonization. Rare herbs and fine woods makes braving the many dangerous plants and animals well worth the risk.
2 VICTORY POINTS EACH: Use jungle terrain and rules. Also place d6 random carnivorous plants on the table. Can be found in W.D. 242 page 80.

Caldern Ruins

-------------
This place fills most with fear, dread or, in a very few, awe. Its origins are completely unknown and is believed to have been here even before man set foot on this planet. Its makers are long dead, and its purpose is completely unknown.
2 VICTORY POINTS: Place some ruins in the middle of the table. Any unit coming within 6� of it must pass a morale test or be moved directly away 2d6�.

Oradea

------
Oradea is the base for Valderan's huge fishing fleet. Giant canneries and processing plants line the coast. Out to sea, in the nearby islands, are immense fisheries. The entire city is clouded in the oily smell of fish and the eye-watering scent of the rendering factories. It is said the you can always tell if someone is from Oradea...
2 VICTORY POINTS.

Balti
-----
This hive complex of a city has become known as the gate to the
world, as ships from this port take supplies to all other parts of
the planet
.
2 VICTORY POINTS.

Anina
-----
Built around large processing plants, it has become known for it's
reliable and excellent quality products.
2 VICTORY POINTS.

Gilly Islands
-------------
Anchored to most of the islands in this chain are massive fisheries.
The fish are collected on a rotating cycle and taken back to Oradea
to be processed.
1 VICTORY POINT.

Saltina
-------
The city of Saltina would look more at home on a forge world. Deep
mines penetrate into the mountains and large factories pump out war
machines by the dozens. Most of the tanks in service with the VDF
were made and consecrated here.
5 VICTORY POINTS: Any player wishing to occupy Saltina must first oust the very determined defenders. Find a willing Imperial Guard player and play a City Fight game against them. If you win, you may occupy Saltina. Saltina already has two �dots� of Fortifications.

Ternopil
--------
The vast amounts water needed by the populous of Valderan comes
mostly from large desalination plants along the coast here. These
plants purify the water and giants pumps to move it to all the
cities.
1 VICTORY POINT.

Verna, the Capital of Valderan
------------------------------
It is from here that the lifeblood of Valderan flows. The courts of
law, the administrators, even the grand Governor's Palace are located
in this city.
2 VICTORY POINTS: Always play a City Fight here

Governor's Palace (Palace of His Guiding Vision)
------------------------------------------------
This one complex is the heart of Valderan. From here, all laws and
ordnances must be censured by the governor. It is a massive structure
built to withstand any bombardment.
10 VICTORY POINTS: Any player wishing to occupy the Governor�s Palace must first oust the Governor�s Guard. Find a willing Imperial Guard player and play a City Fight game against them. If you win, you may occupy Palace. The Grand Assault scenario 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 on Valderan. Such a massive undertaking as claming this fortress requires well �established supply line, troop bases and specialist equipment. Therefore, to take the Palace you must have garnered no less than 8VPs.
If you lose CONTROL of the 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 Governor�s Palace.


Oil Fields of Oril
------------------
It was under this city that vast oil deposits were found. Even with
the massive refineries running almost nonstop for centuries, there
seems to be an ever lasting supply of it.
2 VICTORY POINTS. (You might think of using some hazardous terrain. Like exploding barrels or the like.)




Desert Moon Sigma 38

Water Reclamation Towers
------------------------
These huge towers are wonders of arcane technology. Covering all the
hills and high points, they pull what little moisture there is out of
the air and collect it in large basins. Ordo Xenos inquisitors have
determined the water to be acceptable for use, but the towers
themselves are under inquisitorial seal until further investigations
are concluded.
2 VICTORY POINTS: Use desert terrain.

Valkus Station
--------------
This small space port is where all mineral wealth is shipped off this
rock. Being the only real space port on this moon, it is also the
main point to ship in supplies. A small contingent of inquisitors and
Adeptus Mechanicus priests will be based here when they arrive to

investigate the alien artifacts (see Water Reclamation Towers,
above).
2 VICTORY POINTS: Always play a Take and Hold mission with the landing pad as the objective. Use desert terrain.


Forest Moon Alpha 38

Lift Station Alpha
------------------
Lift Station Alpha is the only heavy lifting station on this moon. It
is used mostly for lifting off processed lumber and bringing in a few
specialized supplies (the stations on Alpha 38 are mostly
self-sufficient).
2 VICTORY POINTS: Use jungle rules and terrain.


Station XB280
-------------
XB280 is a communications and early warning base, which also serves
as a secondary communications array for Lift Station Alpha in event
of communications overloading or failure. It was from here that the
ork fleet was first spotted.
2 VICTORY POINTS: Use jungle rules and terrain.

Base Camp Deltus
----------------
This is the largest settlement on this moon, though it is not much
more then a lot of barracks and a few large timber mills.
1 VICTORY POINT.


Da Rock

Star Port Epsilon: Port and Starboard
-------------------------------------
Epsilon was moved in to orbit over a millennia ago to be the
sub-sector's command base and military dry-dock. The common vernacular
name 'Da Rock' came into use during Waaagh Gitstompa, which rode
Epsilon in from Valderon's outer reaches by intercepting it soon
after Imperial space tugs redirected its orbit. Once Waaagh Gitstompa
was defeated, Epsilon was returned to Imperial use. It has played a
vital role in keeping Valderon and the surrounding systems safe from
the alien menace. Its formidable weaponry makes most generals think
twice before trying an assault.
3 VICTORY POINTS EACH: If you control both port and starboard locations of Epsilon you may use Preliminary Bombardment in every game you play. You may also destroy one �dot� of fortifications in any location per game week.
Port and starboard locations already count as having two �dots� of fortifications. All locations on Da Rock count as No Atmosphere. See Chapter Approved page 108 (simply �1 to all saves).
If you assault any location on Da Rock from any other location on Da Rock you may chose to either remove one �dot� of fortification or play without the No Atmosphere rules.
Rules
You can down load the origanle rules from Games Workshope here
And the locations
These are what i added.

The burgundy lines (connecting the planets) count as if the two locations were touching.

solid red lines can not be crossed.
Back Home
Hosted by www.Geocities.ws

1