The Vogen Campaign Map Location Special Rules


122nd Cadian HQ
One of two islands of resistance to von Guyen’s rebels, the commander of the 122nd Cadians,
Colonel Karnow had anticipated the rebellion and put his HQ on high alert. Karnow ordered the
bulk of the regiment to remain billeted in their fortified camps to the north of the city, trusting that
the KZ-PDF could contain any trouble that occurred. This proved to be a costly mistake as the
majority of the KZ-PDF had gone over to the rebels and much of Karnow’s forces were trapped
outside the city. Thousands of frenzied cultists hurled themselves at the Cadians HQ, but the
defences were well planned. Heavily fortified bunkers, minefields and razorwire protected every
approach and eventually, the rebels were forced to settle for simply containing the Cadians. Only
when reinforcements fought their way to the city to relieve their comrades did the re-conquest of
Vogen become possible.
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 is 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 govern and monitor the
mercantile and financial activities of the populace. Almost as soon as the first shots of the
rebellion were fired, the citizenry of Vogen began tearing down the buildings here with savage
abandon and it not certain whether rebels or loyal citizens perpetrated these acts of violence.
Despite the fierce fighting nearby at the gates of the Adeptus Arbites Precinct House, Imperial
scribes attempted to restore some kind of order to their destroyed records, but the vengeful
populace had proven to be exceptionally thorough.
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 Khai-Zann, 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 second island of resistance left within the city when the rebels began the Khai-Zhan uprising,
the Precinct House of the Adeptus Arbites saw some of the heaviest fighting of the war. 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 their connection to the water purification plant, the Judges
were able to infiltrate the entire city, springing ambushes on unwary rebels and plant booby traps
in their midst. In the latter stages of the war, regiments of loyalist KZ-PDF were able to use the
Arbites Precinct as a jumping off point as they cleared the north wall of the city towards the North
Road Gate.
4 VICTORY POINTS: Any player wishing to occupy the Precinct House must first oust the
Adeptus Arbites stationed there. Find a willing Imperial Guard player and play a game against
them. If you win, you may occupy the Arbites Precinct House. The Precinct House already has
two ‘dots’ of Fortifications.

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 rang the faithful to worship and despite horrendous damage suffered during the
fighting, the preachers and minor functionaries continued to lead the faithful in prayer over the
crash of artillery and rattle of gunfire. On the third day of the war, warriors from the Night Lords
Chapter of Chaos Space Marines overran the Basilica and murdered every one of the priests,
hanging their mutilated corpses from the statuary around the temple’s cloisters. These terror
tactics would prove to be a miscalculation as they merely spurred a wrathful population to
unheard of acts of zealotry, recapturing the Basilica from the Night Lords despite horrific losses
and bloodshed. The ruined shell of the Basilica once again echoed to the sound of Imperial
hymns and prayers, remaining in loyalist hands for the remainder of the war.
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
With the destruction of Vogen’s genatorium, von Guyen’s techs were forced to rig a temporary
power grid in a nearby building. With jerry-rigged energy generators connected to the
underground geysers, von Guyen was able to supply power to his traitorous army. However, once
Imperial auguries had identified the building, its destruction was immediately assigned to a
battalion under the command of lieutenant Badenhall of the 122nd Cadians. After three hours of
fighting, the building was captured with a casualty rate of 83%. It was later discovered that the
generator machines had been removed from the building to another location before the assault
was launched.
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 journey to Vogen, they reside in magnificent
townhouses in the segregated western quarter of the city. The rebellion had, in part, been fuelled
by Governor Kadulus’ excessive profit skimming which resulted in a terrible financial burden
being placed on the workforce. When the rebellion broke out, many amongst the rebellious
populace saw this as a chance to take back their hard-earned wealth from those who had profited
from their toil and sweat. Many of the fine townhouses were ransacked and their occupants
murdered before they could escape. When Imperial forces began clearing the district in
preparation for their attack towards the North Road Gate, they were forced to destroy armed
gangs of squatters who had taken up residence in the houses of those they had murdered and
attacked anyone who came near. Desperate to hold onto what they saw as rightfully theirs, the
commencement of the Imperial assault had to be delayed several days as vicious skirmishes
were fought amongst the ruined finery of the wealthy to dislodge the squatters.
1 VICTORY POINT.

Dealers’ Accommodation

The middle-men who negotiate the sales and prices of the Vogen kelp cakes to off-world buyers
often travel far and wide across the landmass of the planet to secure the best prices. When they
travel to Vogen it is customary for them to stay in this fashionable district, enjoying the lavish
hospitality of the family cartels. By day they work in the sweat pits of the Vogen Trading House
and by night enjoy the exotic delights of the Pleasure districts. When hostilities erupted, many of
the fine hotels were largely unoccupied, and were subsequently occupied by von Guyen’s
officers. An Imperial kill team, posing as citizens pressed into the rebels service, infiltrated the
hotel and were able to administer a lethal toxin to the wine at a banquet celebrating the capture of
the Palace of Peace. The upper echelons of the rebel command structure were thrown into
disarray by the subsequent deaths and the traitor army was paralysed for nearly twelve hours.
Imperial forces used this time wisely, fortifying their positions and advancing into strategic
positions within the city. Following the mass poisoning, rebel officers became much more
cautious, moving from building to building, eventually abandoning the district as more of their
number succumbed to explosive booby traps and time delayed bombs.
2 VICTORY POINTS. A Callidus Assassin is still operating here and may be used by Imperial
players at the normal points value.

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. For the majority of the war, Execution Square served as a staging area for the rebel
army of cultists as they laid siege to the Adeptus Arbites precinct house. For days the rebels
hurled themselves at the bronze gates of the Judges, but could not breach the defences, losing
thousands of their number in a matter of hours. Eventually von Guyen realised he was achieving
nothing other than depleting his own army and settled for simply preventing the Arbites from
breaking out, though he was unsuccessful even in that.
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 channelled to the
northern genatorium. From here, power is distributed throughout the city and this was one of the
first buildings targeted by von Guyen’s rebels. The heroic resistance of loyalist KZ-PDF units
gave the workers time to booby trap the machinery with crude explosives and the resulting
detonation flattened buildings for two hundred yards in all directions, opening a breach in the
north wall. The area around the Gentorium became a no-man’s land as automated underground
turbines continued to 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. Gibbet Hill was the scene of
fierce fighting due to its elevation above the city. Though only fifteen metres or less above sea
level, it provides a vantage point from which the Imperial palace can be bombarded. The fortress
changed hands many times during the fighting, until there was virtually nothing left of the original
buildings.
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 changed hands many times over the course of the war, their
strategic location overlooking the Basilica and law courts making them ideal vantage points for
forward artillery observers and snipers. Indeed these were among the few structures that survived
the war relatively intact, despite attempts by both sides to reduce them to rubble. Chentelle
Street, the long road that led from Harikon’s Bastion on the south wall to the gates of the Palace
of Peace became known as Sniper’s Alley and, soon, it was a brave soldier who dared to try and
cross from the east side of the city to the west.
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.
When the forces of Chaos hit Vogen like a thunderbolt, much of the habitation districts were
levelled by artillery duels between rebel and loyalist forces. Many of the workers had looted the
nearby mercantile districts and were unwilling to relinquish their new possessions. When forces
from both sides attempted to traverse this rubble choked wasteland, they found themselves under
attack from blackened and wretched gangs of workers, driven mad by the shelling, who
steadfastly refused to abandon their homes. Fiercely protective of their shattered domains and
obsessed with obtaining more of their filthy possessions, the area swiftly attained a dangerous
reputation where a lone sentry could be dragged into the shadows by crazed looters and
murdered for the laces in his boots.
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

Largely demolished during the fighting, this region became a relative haven for refugees
displaced by the fighting. Both forces attempted to clear the area several times, as the camps
made ideal staging areas for saboteur teams to operate from in secrecy. Riots were a regular
occurrence in this district, erupting as citizens, both loyal and traitor, would fight for scraps of food
and their possessions.
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. These bastions were to play little part in the conflict as the rebels were already
within the city and their open rears rendered them largely useless in terms of attacking the city.
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. During the uprising, the building was more or less empty
and von Guyen’s men seized the Senate House in little under an hour. As a tactical base it was
practically valueless, as its plan was indefensible and its structure unfortified. Early on in the
fighting, it was used as an ammo dump by von Guyen’s troops, but when Imperial saboteurs
managed to detonate the ammunition, it was abandoned. When Cadian troops attacked from the
north, they pressed it into service as a field hospital and it was said that the screams of the
wounded could be heard over the incessant artillery barrages as far away as the Ecclesiarchal
palace in the southern quarter.
1 VICTORY POINT

Mercantile and Pleasure Districts
The once prosperous mercantile and pleasure districts, popular with the moneyed members of
society, lay to the north of the Palace of Peace and were a target of opportunity once the rebellion
began. Looters from the nearby worker habs took the chance to ‘liberate’ much of the
merchandise from this district in the mistaken belief that this uprising was a simple civil matter
and they could wait it out in comfort. The fighting in these districts was fierce as the main push of
the Cadians northern forces advanced through here once the Imperial Fists had taken the
Genatorium breach.
2 VICTORY POINTS EACH

North Road Gate
When the re-conquest of Vogen began, the loyalist forces used the Arbites Precinct as a jumping
off point, fighting their way through every building and street along the north wall until capturing
the North Road Gate. This enabled loyalist KZ-PDF and Cadian regiments besieging the northern
wall access to the city. With the capture of the North Road Gate, the rebellion was effectively
over, though this would not be recognised until the fighting had ceased. Imperial forces were now
able to penetrate deep into the city virtually unopposed and bring up large scale breaching
batteries with which to hammer the walls of the Imperial palace.
4 VICTORY POINTS: If you control the North Road Gate, you may re-roll any unsuccessful
reserves rolls you make in all locations.

Palace Gate
The lavishly decorated Palace Gate on the eastern wall was one of the first symbols of Imperial
rule to fall when von Guyen’s rebels struck. Adorned with larger than life marble statues of
Governor Harikon Kadulus and his immediate family, the gate stood as a monument to his greed
and vanity. Protected from the east by two vast bastions, the gate was well defended from an
enemy outside the city walls, but vulnerable to traitors within. The opening of the rebellion was
signalled by the detonation of breaching charges at its base, destroying the gate, toppling the
vast statues and completely blocking the eastern road from the city.
0 VICTORY POINTS: The Palace Gate has been destroyed and is tactically worthless. However,
the Bastions on either side are heavily fortified and count as having two ‘dots’ of fortifications.

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. However, the ornamental gardens and
lush orchards of the palace grounds were burned to the ground in the early stages of the war to
prevent enemy infiltrators from approaching the palace undetected.
4 VICTORY POINTS PER HALF: The grounds consist of hectares of rolling greenery, with much
of the vegetation now burnt to the ground. All games in these regions follow normal Warhammer
40,000 rules. Use a standard green table and scenery. 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. Only after an immense bombardment from the Vogen Law courts was a breach
finally blasted in the walls and the Adeptus Arbites, who had so bravely held their precinct
throughout the rebellion, were granted the honour of leading the final assault on the palace. The
rebels died to a man and, deep in the palace dungeons, the victorious Arbites discovered the
bodies of von Guyen and Governor Kadulus.
10 VICTORY POINTS: This is a fortress, indispensable in times of war and the jewel in the crown
of Vogen. 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 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 is vigorously checked
before it enters the city. Suicide bombers packed a train with high explosives and drove it through
the gates of the railhead terminus before detonating it. Fortunately, the blast shielding of the
Cadian HQ protected it from major damage, but the devastation wreaked within the rail terminus
was catastrophic and 90% of the facility was damaged beyond repair. Throughout the fighting, the
smashed railhead had to be swept regularly for enemy saboteurs en route to the Cadian’s HQ
and fierce battles erupted in the twisted metal graveyard as von Guyen’s troops attempted to
break the Cadians resistance.
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. The landing fields and
warehouse complexes stretched far to the north of the city and Imperial forces were forced onto
the defensive as traitor units attempted to wrest control of the facilities. Units of the Cadian 122nd
stationed outside the city walls were able to lend their strength to the defence of the spaceport,
but were annihilated when Thunderhawks carrying debased warriors of the Night Lords Chaos
Space Marines dropped from orbit and struck within the defensive perimeter. Reinforcements
from the north, in the shape of fresh regiments of Cadians retook the spaceport several days
later, but it was only to find the landing platforms and runways cratered and booby-trapped.
Engineers from the Departmento Munitorum worked non-stop for days to repair the sabotage and
soon fresh troops were able to be brought in form off-world.
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. Von Guyen’s troops
neglected to seize this building early in the fighting and by the time his troops moved into the
building, the major financial resources of the family cartels had been transferred off world,
depriving von Guyen of a major source of funds with which to motivate his troops. Von Guyen had
the buildings demolished by artillery in a fit of pique, a decision which would later cost him dear
as it allowed the Imperial counter-attack to reach the northern walls with an abundance of cover
and his own forces with nowhere to mount an effective holding action.
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. During the reconquest of Vogen, Imperial officers quickly realised
that the capture of the Law courts was a necessary precursor to the assault on the Palace of
Peace. The south wall of the palace had been under repair when the uprising occurred and the
position of the Law courts, so close to the damaged section of wall, made it a logical position for
Cadian heavy artillery pieces. Von Guyen’s forces realised this also and fought tooth and nail to
deny the Cadians occupation of the building. Some of the most desperate fighting of the war took
place in the streets surrounding the Law courts as both forces attempted to wrest control of the
complex. Eventually, the building was to fall into Imperial hands when warriors of the Imperial
Fists arrived and swept the defenders from its corridors and rooms. The bombardment of the
palace walls could now 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, but one of the first shells fired by the rebels scored a direct hit on the
armaglass dome as the Governor’s players enacted scenes from the infamous ‘Downfall of
Vandire’. Lethal shards of glass, each as large as a man’s arm, slashed downward, killing
hundreds of theatregoers in seconds. A second shell followed the first, demolishing the east wall
and killing the actors in its fiery detonation and there were those amongst the survivors who
claimed that, given their performance, this was a blessing in disguise.
2 VICTORY POINTS

Water Purification Plant

Since 98.3% of Khai-Zhan’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 made it a prime target for the rebels, but its
strategic location next to the Arbites precinct made its capture an extremely difficult proposition.
The rebels’ reluctance to flatten the plant with artillery played into the hands of the Arbites, who
used the underground pipe system to launch raids behind the rebels’ lines and throughout the
city. Vicious battles were fought as the rebels attempted to wrest control of the purification plant
from the Arbites and provide their soldiers with a readily available source of fresh water, rather
than the desalination capsules they were forced to rely on.
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.