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T h e Fate O f D i o n y s i s

A Kettil’s Keep Warhammer 40K Campaign


Members of the Death Korps of Krieg 67th Siege Regiment hold the line against advancing renegade forces

Chaos Space Marines fight in the streets to defend their world


The Fate of Dionysis

By Shane Will
& Nate Markel
CONTENTS
Introduction 3 The Red Corsairs 18
Dionysis Outbreak 19
The Planet Dionysis 5
Imperial Forces on Planet 20
The First War for Dionysis 6 The Crimson Fists 21
The Death Korps of Krieg 22
Prelude to Carnage 8 Vorsehung Grenadiers 23
The White Scars 27
The Second War Begins 10 The Raven Guard 28
The Grey Knights 29
The Chaos Forces on Planet 12 The Marines Optimi 30
The Word Bearers 13
The Night Lords 14 The Campaign Rules 34
The Pyre 15
The Purge 16
The Relictors 17

Rules and story for the campaign written by Shane Will and Nate Markel
With added story and army background content provided by
Josh Check, Paul Anderson, Anthony Hanner, Seth Finkbiner, Russ Baker, Joe Burttram,
Greg Shafer, Jason Stoneroad, Colton Anderson, Andy Able,
Clayton Headly, and Sam Cromwell

2 The Fate of Dionysis


Introduction
has always brought me back for more. I love the
history and the models, and how everything goes
together to create a rich tapestry that is a joy to add
A few years back I ran a campaign with the battle my own stories to.
tree from an issue of White Dwarf. The players in-
volved used different armies than were in the arti- Thank you to everyone that is involved in this cam-
cle (which was the studio teams recreation of the paign, and everyone that has already contributed
Badab War). Because of this I wanted to create a to it as well. Let’s all have a good time, and tell a
planet of my own for our campaign, thus Dionysis great story that will bring glory and story to every-
was born. The games were played and a victor one.
emerged, the forces of chaos had crushed the poor
defenders of the Imperium. That was 6 years ago. It is the grim darkness of the far future, and there
is only war.
What you hold in your hands is the story of that first
war, what’s been going on in the century since it Shane Will
fell, and the beginning of the second war. Also you March, 2011
will find the rules that Nate Markel and myself
came up with to run the games in an organized
manner, to help the story progress.

To me the universe of Warhammer 40,000 is what

Introduction 3
Dionysis-Prime Planetary Survey
Dionysis System: 9 Planets (I-IX), 2 Inhabitable
(Dionysis 4, Dithyrambos)

Size: .83T

Gravity: 1.01G

Satellites: 1 Moon (Gambrious)

Population: .5 Billion (As of last Imperial Census)

Climate Classification: Temperate

Principal Exports: Grown Foodstuffs

Known History: See First War of Dionysis (ref.


674-812-934-XX-VII-4332) This was not a problem for the peoples of Diony-
sis-Prime in the least. The location of the fortress
Dionysis-Prime was in a region that would produce no grown food
anyway, and was to arid for the livestock raised
Summery: The planet of Dionysis-Prime is an there.
Agriworld. They produce food to feed Imperial
Guard regiments who are on battle fields across The Dark Angels never interacted with the people,
the entire Segmentum. and any invitation by the Governor for audience or
meeting were ignored. In fact, it was 250 years
Colonized shortly after the Age of Strife, the people after the Dark Angels left and requested the Crim-
of Dionysis-Prime have never missed a tithe. The son Fists guard the fortress before any human on
planet has stayed out of the attention of the Admin- planet knew they were even gone. As after one
istratum for this fact. said invitation, an Astartes did answer, and had to
explain they were not a Dark Angel, but a member
When colonized, members of the Adeptus Astartes of the Crimson Fists who had been charged to pro-
from the Dark Angels chapter requested to build a tect the fortress and the people of Dionysis.
fortress on the surface. They offered to provide
protection to its people with the Astartes left to pro- It is unclear why the Dark Angels left Dionysis-
tect the fortress, as long as the people living on Prime. They had been on planet from the 30th mil-
planet would stay a certain distance away, and no lenium until the 39th. They sent out a call to
food stuffs would be produced within this distance nearby Astartes and was answered by the Crimson
as well. The Planetary Governor and Administra- Fists. Only they now know what secrets are held
tum agreed, and the Dark Angels built their within.
fortress.

The Planet Dionysis 5


Quickly reenforceing the Crimson Fists who
The First War For Dionysis went on the offensive at the sight. Also they hit
Waiting in the cold darkenss of space, an evil watched the mountain regions to engage in close combat
Dionysis-Prime. They were waiting for the imperial with World Eaters, and the city gates. where
ships that were picking up the food stuff tithes to leavethey poured through the streets, meeting in fire-
system. They were members of the Word Bearers le- fights with Word Bearers.
gion of Chaos Space Marines. With them was a force
with one thing on their mind. Invasion. Along with the reenforcing Ultramarines, regi-
ments of the Imperial Guard from Cadia landed
When night fell one week after the imperial ships left on the surface. The ground rumbling beneath
system, they descended and brought carnage and fire the treads of their tanks.
to the quiet planet’s surface. Led by Zhyrehk The
Hammer, the Word Bearers struck the Capital city. He Full war had broken out, and the planet of Dion-
was not alone, and members of the World Eaters le-
gion descended to the planet as well, their Dread-
claws pock marking the land around the Crimson Fist
defended fortress. The farmlands lighting up with las-
gun flashes from cultists that dedicated to the Dark
Apostle Ealaak.

The Crimson Fists held out defending the fortress, the


chaos forces not able to breach the walls, and sent
out a distress call. Local PDF did not do as well.
They were poorly trained, and had no actual combat
experience. Their corpses piled up quickly, the heads
taken by World Eaters, and their souls by the Word
Bearers.

The Crimson Fists were relieved when after only two


days they received an answer to their call. The Ultra-
marines Battle Barge “His Divine Grace” was only
three days away at full warp travel. A call was made
to the Governor’s palace was hailed with the good
news, but it was not the Governor’s voice that an-
swered, nor was it entirely human. The answer said
“Excellent, more corpses for the grinder.”

The three days seemed like months to the belea-


guered Crimson Fists, but they held, and on that third
day the sky lit up with flashes of what would appear
to the untrained eye as meteors. But, these were no
meteors. These lights were the atmosphere burning
around the Ultramarines Drop Pods.
The Ultramarines struck like a hammer on an anvil.

6 The First War For Dionysis


point had not been a part of the battle). They began
to set up a staging post on the moon. The Ultra-
marines sent a large force there to stop this from hap-
pening. The battle saw the death of the members of
the 2nd Company that went up there, and most of the
Thousand Sons awaiting them. Zhyrehk paid them
their prize, and they took no more part in the war.

The stage was now set for the final battle and the last
push of the chaos forces. Zhyrehk massed his forces
at the end of Carthage Bridge. The other side was
the Crimson Fists and thier allies. The waters of Dion-
ysis ran red with the blood of the fallen that day. The
ysis would not be an easy prize for the Heretical Chaos Space Marines striking to quickly for the Cadi-
Space Marines of the Word Bearers Legion. ans to react. With their artillery gone the Astartes
knew that they could not hold out long. It was quickly
The combined forces of Crimson Fists, Ultra- decided that three Crimson Fists would leave planet,
marines and Cadian Regiments gained ground and return to Rhynns World and report on what would
in the beginning. Pushing back the chaos happen. The Ultramarines and the remaining few
forces, and even retaking the Governor’s Crimson Fists vowed to hold the line till the chosen
Palace. It looked like the heroes of the Im- three could escape. The last Imperial to fall that day
perium were going to win this one, then two was an Ultramarine Techmarine named Hephaestus.
tragic battles took place. Meeting Zhyrehk in single combat, he fought hard for
over twenty minutes. Alas he was no match for the
The first was at the courtyard of the Governor’s Word Bearers general, and as he laid on his back he
Palace. The Ultramarines who had taken it saw a small glint of light leave the atmosphere as his
back and were holding it fell for a ruse by the chest was punctured by the villain’s dark blade, just
Word Bearers. Zhyrehk had made it clear to the before a boot crushed his skull.
Ultramarines that his forces were in disarray
and fiented a last ditch effort attack on the
Palace. This made the Ultramarines go on the
offensive again and meet the small force, be-
lieving they were just cleansing a pocket of re-
sistance. The Word Bearers then hit with
reserves that overtook and annihilated the sons
of Guilliman. Zhyrehk had sent only enough of
his men to accomplish this task, and did not re-
take the Palace, happy to have cleared it out
and set the stage for his final assault.

The second battle took place not on the surface


of Dionysis-Prime, but on it’s satellite moon of
Gambrious. He made a deal with members of
the Thousand Sons Legion (who up until this

The First War For Dionysis 7


imperial counter attack came.
Prelude To Carnage
Dionysis-Prime now belonged to Chaos. More specif- Eventually the attack did come, though it took
ically to Zhyrehk. With a free hand to shape a virgin the Crimson Fists nearly a century to lobby the
imperial world the Word Bearer Corypheus began a sector lords to grant them the crusade and
century long pogrom of religious conversion. The be- gather their forces. Their “volunteer’ guard
leaguered citizens of Dion-
ysis bereft of their imperial
protectors were given no
choice but to convert or
die. Though even capitula-
tion was no sure guarantee
of survival, as the most de-
vout were sacrificed to
consecrate the fertile
ground of Dionysis to the
blighted earth suitable to
the construction of great
cathedrals and basilicas
dedicated to the dark gods
of Chaos.

Within a few decades mil-


lions had died, and a new
world was taking shape; a
world on a path to becom-
ing a daemon realm.
Though Zhyrehk had won
the war for the planet, soon
his will would be contested
again as various other
Chaos warbands flocked
to Dionysis as the one safe
harbor to renegade forces
within the Gerbersian Sub-
sector. Among the first of
these was a small warband
of Night Lords, aboard their Strike Cruiser Midnight transports in tow, the crimson fists arrived in
Interloper. Though they swore nominal allegiance to Dionysis system to retake the planet and the As-
the Word Bearers it was clear to both parties it was tartes fortress on the surface. Amongst the im-
only an accord of convenience and would not last if perial guard regiments seconded to the Crimson
tested. Staying mostly out from underfoot the Night Fists were three Regiments of the Death Korps
Lords began raising a modest renegade militia force of Krieg, six Vorsehung regiments including the
to aid in the defense of Dionysis when the inventible elite 18th, and three Brevian Centinial regi-

8 Prelude To Carnage
lies to support him in holding Dionysis. He
would deny the imperials, then launch his
own “Black Crusade”. First to answer was
two understrength companies of Rene-
gade Relictors Space marines and their
Battle Barge the Septimus. They had
come to Dionysis on some esoteric mis-
sion to ring a bell that Zhyrehk had in-
stalled in one of his cathedrals, the Tocsin
of Discord. Next were the exuberant Pyre,
come to Zhyrehk’s aid for some undis-
closed prize. As the imperial Fleet ap-
proached Dionysis it was clear to both
factions that the war would favor the Im-
perials. While the Chaos forces had im-
pressive ground armies their few battle
barges and strike cruisers, while individu-
ally powerful could not contend with the
might and resources of the 2nd Gerber-
sian Navy Attack Flotilla. Knowing they
would be lost in a direct confrontation
Zhyrehk ordered his fleet to the perimeter
of the system and to wait for an opportu-
nity to strike. On planet the various chaos
warlords and their armies prepared for the
inevitable planet strike. As the dropships
massed and the 2nd Attack Flotilla began
preliminary bombardment a Relictor Cap-
ments. Amongst these fine formations include
tain walked through the doors of Zhyrehk’s mightiest
infantry, armor, and artillery regiments. To trans-
church, holding a strange hammer.
port, this grand army, this Crusade, was the 2nd
Gerbersian Navy Attack flotilla. Meeting the
Crusade fleet in system was a battle barge of
the marines Optimi, who had apparently been
in chase of renegades marines known as the
Purge which had fled to Dionysis. Unable to at-
tack a planet under the sway of traitor marines
on their own they had lurked in system planning
a daring lightning raid until they had picked up
the incoming crusade fleet.

A fleet of that size cannot approach in secret.


Zhyrehk of the Word Bearers gathered his
forces and sent fast warp runner ships to his al-

Prelude To Carnage 9
within their own ships, belted in and toothless. This
The Second War Begins demonic incursion had actually been destined for
As the drop ships broke the atmosphere and the a battlefield in the neighboring Gothimos sector but
drop pods of the Crimson Fists and Marines Optimi had been waylaid and hijacked by the ringing of the
fell, the Relictors Captain Geta struck the hammer old bell. They would fight now instead on Dionysis
against the old and filthy bell. under the rule of the frustratingly ambivalent
demon prince known only as Blood Hunter.
Calamity struck the landing imperial army. A de-
monic incursion coalesced with their own drop Meeting the attacking imperial forces was a host of
ships and begun to slaughter the occupants. Land- rebel militia, rag clad and poorly equipped they
ing ships veered out of formation and struck one were massacred by the Crimson Fists and their Im-
another, two entire regiments of the Brevian Cen- perial Guard allies. This rabble was merely
tenials never even made it to the planet, murdered Zhyrehk’s diversion, a time buying manoeuver.
Though wasteful of his vassal’s lives it did
succeed. A chaos strike force had arrived
in system, and with the ships that had
been lurking at the edge of the system
drove the crusade fleet of the Crimson
fists away. As the Chaos strike fleet fell
into chase of the imperial fleet a drop
force of Red Corsairs bearing the bless-
ings of Tyrant of Badab landed on planet
to aid Zhyrehk and increase Huron’s
prestige in the sector.

Cut off from their support fleet the cru-


sade sent out an astropathic call for all
available imperial forces to divert to Dion-
ysis. No less than three Space Marine
chapters answered the call and immedi-
ately landed their own forces on the
planet: the White Scars third company,
and the Raven Guard third company and
a contingent of Grey Knights there to
purge Blood Hunter’s Demon army.
Though the fleet action is still undecided
the war on Dionysis has begun. Tri-
umphant from their victories at the land-
ing fields the Imperials strike out from
their beachheads into Chaos controlled
zones as the defending armies redeploy
and stream towards the combat areas.
Glory to the victors, and damnation to the
defeated.

10 The Second War Begins


Forces Of Chaos
The following pages list the
seven armies aligned with
Chaos on the surface of
Dionysis-Prime, and in-
volved with the on planet
campaign.

It breaks down who they are.


The official commanders.
Their reasons for being in-
volved, and their moral.

Also, you will find the force


disposition of each army on
planet. How many warriors
they have, as well as other
key officers.

12 Forces Of Chaos
Force Disposition: 14 Companies, along
The Word Bearers Legion
with demonic armour and equipment.
Official Name: The Host Ealaak Word
Bearers 17th Legion Torkal the Gluttonous fiend, a word bearer
entombed in a dreadnought who killed the
Armies Commander: Zhyrehk The Ham- population of Dionysus secundus, the
mer, Lord Subjugator of Dionysis southern continent when they would not lis-
ten to orders.
Reason For Being Involved: Zhyrehk’s
Word Bearers are the rulers of Dionysis, Also, possibly whispering in Zhyrehk’s ear,
and it is his plans that the other Chaos and has not been seen in the last century
forces on planet follow. is the Dark Apostle Ealaak.

Overall Goals: Create a nexus of chaos


Moral At Beginning Of Conflict: High, energy on the planet, to fully consume it in
they own the planet and it shall be touched chaos as a demon world, and use it as a
by chaos irrevocably, and none shall stand staging point for a black crusade.
in their way.

Word Bearers 13
The Night Lords Legion Reason For Being Involved: Drawn to
Dionysus to embezzle manpower from the
Official Name: Hoplite Stygian
civilian population of the Word Bearers do-
main while nominally supporting the Dark
Armies Commander: Brother Sgt Moez
Apostle.
Crusev 16th Company 8th Legion, Night
Lords
Moral At Beginning Of Conflict: The Ho-
plite is hungry to a chance to fight and
Stratukar Tarrare the Famished. Heretic
prove their metal to their Night Lord masters
human leading the renegades.
and make the imperials pay dearly for their
hypocritical sophistry.

The Night Lord demigods look to in-


crease their standing amongst the
traitor legion forces within the Ger-
bersian Sector and loot power
armor and Gene Seed from the loy-
alists attacking the planet.

Force Disposition: Brother Ser-


geant Crusev has forty three
marines remaining of the 16th com-
pany.

The Hoplite Stygian is a militia army


consisting of three cores of six divi-
sions each, each division having
three regiments.

Each Regiment has five companies


(three light infantry, one support,
and one heavy infantry).

14 Night Lords
The Pyre
Official Name: The Pyre

Armies Commander: Prince


Dionysius

Reason For Being Involved:


Promised some undisclosed
prize for their assistance by the
Word Bearers.

Moral At Beginning Of Con-


flict: Highly Extravagant, and
Exuberant

Force Disposition: A combi-


nation of remanent armour and
infantry forces from the original
chapter with demon allies.

Roughly 80% of a company,


along with the 7th Assault
Brethren and the Ascendent.

Seconded by Lord Com-


mander Sidonius

The Pyre 15
The Purge to survive the vicious ground battle with the
Marines Optimi, and break out.
Official Name: The Pestilent Host of Cap-
tain Tor Mograhn
After their battle with the Marines Optimi
they lost most of their motor pool, and have
Armies Commander: Captain Tor Mo-
very little going into Dionysis, and nothing
grahn The Decayed
more larger or powerful than a rhino
Along with former Codicier Librarian
Galthor

Reason For Being Involved: Re-


grouping after disasterous en-
counter with the Marines Optimi.
They were given refuge by Zhyrehk
in exchange for service in the com-
ing war.

Moral At Beginning Of Conflict:


Low going into the conflict.

Force Disposition: About 100 of


the 350 remaining Purge are on
planet, landing near the south pole.

Known units include The Defiled, a


squad of Chaos champions in termi-
nator armour. Who have been gifted
by their God Nurgle, to become
Plague Marines.

The Bubonic Reborn, a squad of


Chaos Marines so devoted to Nur-
gle, they have become possesses
with his demonic energies. This
squad is the only one of The Purge
16 The Purge
The Relictors
Official Name: The Covenant of Discord

Armies Commander: Lord Carcalla 5th


Company

Captain Geta 8th Company

Reason For Being Involved:


The Relictors have the Ham-
mer of Resounding, and they
come to ring the Tocsin of Dis-
cord. This will bring about the
demonic army, and begin to
change the planet to a demon
world. They look at this as an
opportunity to gain allies
within the forces of chaos.

Moral At Beginning Of Con-


flict: High, because of newly
joining up the 5th and 8th
companies, and becoming
more proactive.

Force Disposition: The re-


manders of 5th battle com-
pany, and the 8th assault
company. Arriving on one bat-
tle barge (The Septimus)

The Relictors 17
The Red Corsairs Reason For Being Involved: He’s down
on Dionysis leading troops for Huron, to
Official Name: The Bones of the Bloody
gain favor with the forces on the planet for
Court
when he arrives to lead.
Armies Commander: Gorothrim the Un-
Moral At Beginning Of Conflict: High
entombed

18 Red Corsairs
Daemons of Chaos
Moral At Beginning Of Conflict: Angry for
Official Name: Dionysis Outbreak
not being on the field of battle they were
destined to be on.
Armies Commander: The Daemon Prince
known Blood Hunter
Force Disposition: Unstable, because
proper rituals were not observed, and their
Reason For Being Involved: Was to be
link to the warp is weak.
summoned to Gothimos but a word bearer
intervention ritual brought them to Dionysis
instead.

Dionysis Outbreak 19
Imperial Forces
The following pages list the
seven armies that are part of
the Imperial Crusade on the
surface of Dionysis-Prime, and
involved with the on planet
campaign.

It breaks down who they are.


The official commanders. Their
reasons for being involved, and
their moral.

Also, you will find the force dis-


position of each army on
planet. How many warriors
they have, as well as other key
officers.

20 Imperial Forces
The Crimson Fists
Official Name: Crimson Fists 4th
Company

Armies Commander: Captain


Alrik

Reason For Being Involved: To


retake the Fortress they lost in the
first war for Dionysis.

As well as saving the planet they


were charged to protect when they
took over as watchers of the
Fortress from the Dark Angels.

Moral At Beginning Of Conflict:


Grim and resolute. Ready to do
their duty, and make up for their
failure the first time.

Force Disposition: The entire 4th


battle company.

Also attached is Librarian Horatio.

Armour from the motor pool.

Crimson Fists 21
The Death Korps of Krieg Each siege regiment is made up of 2 bat-
talions of soldiers with 6 companies each,
Official Name: Krieg Siege Brigade “The
and Cavalry groups composing of Death
Anvil of Death”
Riders and Grenadiers mounted in Cen-
taurs.
Armies Commander: Field Marshall Khy-
ron Haig. Attached Lord Commissar Maxi-
These companies are then divided into 7
milian Von Ludendorff. Field Commander,
Platoons with 6 infantry squads, weapons
Colonel 458-12 (Stuart Halifax, of the 67th
teams, and armoured transport. Each
Krieg Siege Regiment)
squad containing 10 Krieg soldiers.
Reason For Being Involved: Assigned to
In total, at the beginning of the conflict over
the mission by the Administratum for their
6,000 Death Korps of Krieg soldiers (Not in-
expertise at siege warfare, and ability to
cluding support) make planetfall.
fight in toxic air conditions.

Their primary objective is to bring the walls


down and create holes
the Astartes can exploit.

Moral At Beginning Of
Conflict: They are the
Death Korps of Krieg,
they live to die.

Force Disposition: The


Krieg Siege Brigade sta-
tioned on Dionysis is di-
vided into 2 Regiments,
the Krieg 67th and the
92nd. They have also
been attached with
members of the Krieg
435th Armour Battalion.

22 Death Korps of Krieg


tum, who knew that supply lines in the be-
The Vorsehung Grenadiers
ginning would be sparse, and the guard on
Official Name: The Royal 18th Company planet would be without for some time.
Vorsehung Grenadiers
Moral At Beginning Of Conflict: Proud
Armies Commander: Colonel Commissar and
Irwin Rammelmeir excited.

Reason For Being Involved: Due to their Force Disposition: The entire Royal 18th
reputation for lasting heroic long without Company of the Vorsehung Grenadiers
supplies, they were sent by the Administra-

Vorsehung Grenadiers 23
points became the only real contact be-
History of The Vorsehung Grenadiers tween the two coalitions.
The Glorious History of the Royal 18th Company Vorsehung However that would change after an incident involving a
Grenadiers – Founding and notable activity young Brythanic seminarian named Theophilus Burke. Con-
cerned about the spiritual health of his southern brothers,
For the majority of it's history prior to the planetary civil war, Burke and two fellow students entered the Bloc in secret on
the imperial world of Vorsehung lacked a central governing a missionary journey to visit the faithful among the Frieden-
agency. It was instead inhabited by a multitude of semi-co- gelt. Yet after three months, Burke was returned to the com-
operative nation states. The nation states of the northern monwealth along with the corpses of his brethren. His
hemisphere, bearing a more moderate climate than their tongue and thumbs had been removed and the word “PROS-
southern neighbors, was characterized by a largely agrarian ELYTE” carved into his chest.
economy. Due to the harsher weather typical of the southern
hemisphere, and the abundance of iron deposits to be found Brythanica considered this an act of war and quickly
there, most of Vorsehung's industrial production took place amassed troops at the border. Satellites of the common-
in the south. In large part, these products took the form of wealth quickly swore allegiance and lent their aid as well.
sturdily constructed Vorsehunginate whaling anchors and However, the individual nations within the Friedengelt Bloc
sailing instruments, (Friedengelt scrimshaw totems remain had already prepared for this eventuality. Under a web of pro-
popular feast day gifts) and elaborate transcontinental rail tectorates and military allegiances, the bloc quickly mobilized
systems used to facilitate trade between the various factions colossal artillery divisions that they had been amassing in se-
on the planet – which for the most part coexisted peaceably, cret. The commonwealth were not expecting such a lighting
barring the occasional trade or territorial conflict. quick display of force, and several of the smaller border
states were captured within the first months of the conflict.
The six or so centuries leading up to the civil war however Even more startling than the dubious speed of the Bloc's at-
saw these once largely autonomous nation states galvanize tack, were the sickly orange banners with heathenous sigils
into two primary allegiances, to put it simply. After centuries adorning the Friedengelt armour. The Bloc had rejected the
of cultural and territorial gains, the northern agrarian nation Imperial Creed as a symbol of Commonwealth oppression
states came under the influence of the commonwealth of Bry- and yolked themselves to foul foreign idols of waste and fever
thanica. Brythanica was regarded as the cultural and intel- dreams.
lectual center of the planet due to a
millenia old Schola Theologica complex of interplanetary The Commonwealth was desperate to stop the Bloc's ad-
renown located in the capital city. The lesser kingdoms would vance and built vast trench systems alongside the newly
frequently send their brightest pupils to the Schola for training formed border between the two powers. Much ground had to
as imperial Ecclesiarchs and bureaucrats, who would then be abandoned due to the Friedengelt artillery batteries, which
return to their homelands with Brythanic sympathies, culture, had pulverized dozens of commonwealth villages and towns.
and theologies which over time granted Brythanica cultural
dominance in the north. The southern nation states however A war of attrition began to take shape among the rolling plains
struggled to hold on to their individual cultural identities, while of Brythanic pastureland. While the commonwealth had a siz-
at the same time compete with each other industrially. Afraid able military, their arms were primitive and their industry sim-
of the Commonwealth's influence, the industrialized nations ply could not compete in a wartime economy with the
agreed to form a new coalition at the historic Friedengelt numerous Friedengelt foundries. To make matters worse, the
Conference. Here they agreed to adopt a common currency only working star ports on the planet were under Bloc control,
between them with which they could maintain their nations essentially isolating the northern coalition. A distress call was
individuality, while at the same time compete against Bry- made to any imperial forces in the sector able to lend aid.
thanica's overwhelming agribusiness. This new allegiance
became known as the Friedengelt Trade Bloc. The closest imperial battalion able to assist was none other
than the Black Templars Space Marine chapter. However,
Ideological conflict between the two superpowers drew a due to fickle warp travel and other military engagements, the
stark line that grew over time. The Friedengelt Bloc prohibited templars explained it would be at least two decades before
the sending of youth to the Schola in order to prevent further they would be able to make planetfall. But given the natural
“ideological infection.” Trade Bloc products began shipping resources in the available territory, and the pace of the war
off world via an exclusive contract with Khaldeansburg – a set within the first year, Commonwealth Quartermasters and
seafaring hive in a nearby subsector that would fall to traitor Munitorium Officers calculated that the Imperial forces only
incursion only a few decades later. Eventually, tourist visas had enough supplies and munitions to last six or seven years
to Brythanica were no longer obtainable in the Bloc, and the under the Friedengelt siege. Under the traitor blockade, they
relationship between the two hemispheres became solely would be bled dry long before the templars could arrive. Re-
economic. Brythanic emissaries and tradesmen were forced alizing they lacked the mobility or firepower to seize the ini-
to endure heavy tariffs and were only admitted beyond tiative versus the Bloc, the Brythanic Commonwealth
Friedengelt borders under heavy escort, and only long prepared for a war of attrition of the grandest scale.
enough to finish their business. Border patrols and check-

24 Vorsehung Grenadiers
Trench lines sprawled for hundreds of kilometers across the the Friedengelt foundries for the sake of bolstering the supply
borders, punctuated by pockets of artillery batteries, barracks lines of nearby theatres. High Marshall Helbrecht, hearing of
and field hospitals, rail lines, and sapper tunnel entrances. the miraculous survival of the commonwealth, prepared to
The no mans land which developed between the lines was make planetfall himself. He contacted the Arch-Tactician of
equally massive, several kilometers wide in some places. As the Commonwealth forces, Baron Ananias Khanbiata IV, to
the decades passed the lines shifted back and forth, neither organize an orbital drop to break the Friedengelt lines. Khan-
force gaining ground for too long before being pushed back biata and Helbrecht together planned an attack on the
again. The once verdant pastureland became a blasted Em- Malaise pocket, a trench-fortress located deep within
peror forsaken wasteland, rife with poison gas, minefields, Friedengelt lines. The templars would make planetfall among
and razor wire, and other traps – devoid of any life. the complex, while at the same time the Brythanic
Labyrinthine tunnel sections mirrored their above ground Grenadiers, veteran companies of the Commonwealth
counterparts, with new sections being dug, discovered, and forces, would exploit the hole made by the Astartes. Together
detonated frequently. The ecclesiarchy raised hundreds of they would march into the supreme Friedengelt Headquar-
front line tabernacles which hosted twenty four hour prayer ters, and force the submission of The Blaspheme Kaiser and
abbots, fervently petitioning the Emperors saints for deliver- his retinue.
ance and stewardship.
However, due to a mix of Friedengelt spies and a fierce at-
The great Commonwealth cities were gutted for anything that mospheric tempest, the Templars were scattered and iso-
could be used at the front, and the entire coalition developed lated across the traitor lines, and the assault times were
a spartan lifestyle. Statues of previous regents and heroes, miscommunicated to the infantry. The grenadiers were left
park benches, silverware, dental fillings, anything that could flat footed and began the advance much too late. Worst of
be smelt and re-smelt into ammunition was cannibalized. all, the High Marshall and his retinue were stranded amidst
Companies of scavengers were conscripted to scour no the trench-complex of the Malaise complex, pinned down by
mans land for spent shell casings. Even the great royal enemy artillery. The Royal 18th led by the Veteran Colonel-
houses were not exempt, graciously donating their pleasure Commissar Irwin Rammelmeir began a three day crawl
barges and mirrored courting aprons to the cause of the faith- across the wastes into the Malaise Pocket. The grenadiers,
ful. Everything was counted, reused, salvaged, and rationed. crawling through the treacherous mud, the poison night sky
red with thirty years of afterglow and anti-flak explosions,
The Trade Bloc however, in grotesque mockeries of the com- watched as the Templars drop pods plummeted from the
monwealth scarcity, adorned their armour and vehicles with heavens like the prophesied meteors of Erastus. Truly, the
ornate bronze filament and gilded draperies – decadent in deliverance of the Emperor had arrived, and they were to be
their resplendence. Their officers, often the fattest and most the instruments through which he would bring it forth.
satiated among them, would rest atop iron palanquins carried
on the backs of the captured faithful or those unwilling to sub- They arrived on the third night at a ridge just behind the
mit to the ruinous powers that had provided for them. Led by crashed drop pod of the High Marshall in a long abandoned
the traitor warden, Kaiser Fleischbach, the Friedengelt troop- trench section. In the dread blackness the Colonel Commis-
ers quickly became a hated symbol of treachery. sar rallied his men for the final charge. Whispered orders to
affix bayonets, grenades primed, Rammelmeir pointed to the
The years wore on, the Friedengelt unable to gain the initia- sky and said “As the stars of judgment fall
tive, the Commonwealth staunchly refuting any quarter, but
not gaining any ground. The six year mark passed, and then
the seventh, and the tenth, and the twentieth. And after a gru-
eling thirty two years of attrition, the Black Templars an-
nounced their imminent arrival. Mechanicus Statiticians
argue to this day over what became known as the “Vorse-
hung Providence Anomaly.” Some believing that the Com-
monwealth quartermasters had gotten their original
calculations wrong, others that the Brythanics were simply
immaculate stewards of their
resources, the Commonwealth Infantry believed it was the
deliverance of the Emperor that brought them through. A
number of legends still circulate of soldiers in the midst of
battle removing empty clips only to find them full to the brim
again, or vast portraits of the Great Saint spelled out in fresh
ammunition discovered in no mans land. The anomaly is cur-
rently under investigation by the Sisters Sororitas.

When they arrived, the Templars were astounded to find any


remaining faithful alive on Vorsehung, and had actually only
bothered to pass by the world for the possibility of recapturing

Vorsehung Grenadiers 25
upon them, so our fists fall upon the traitor legions. The time tounding faithfulness. Helbrecht personally oversaw the
is now. For Helbrecht. For the Commonwealth. For the Em- founding of the Royal Grenadiers as a legitimate Imperial
peror. OVER THE TOP!” A withering array of grenades fell Guard Regiment, and bestowed upon the 18th a number of
upon the startled traitors, and soon a hail of bayonets accom- Holy Bolters as a gift for their daring advance. Dubbed the
panied by the advancing swords of the Knights Templar Royal Vorsehung Grenadiers, the 18th participated in dozens
along with them. The 18th and Helbrecht swept through the of theatres across the sector and beyond. Fighting against
enemy trench complex with a fury of sword and flame, and horrendous traitor and xeno alike, gaining for themselves a
soon the supreme headquarters was in imperial hands. reputation for their small supply requisitions and stubborn de-
nial of territory – specializing in resisting siege warfare and
Helbrecht and the 18th continued on toward the Friedengelt battles of attrition.
reserve capitol, with the rest of the grenadiers exploiting the
long awaited hole in the Trade Bloc lines. Their supply lines Their most recent involvement in the battle for Dionysus will
cut, the traitors were unnerved, surrenders came easily – par- see the deployment of the 18th, 40th, and 41st, Royal Vorse-
dons did not. Vorsehung once again was under uncontested hung Grenadiers, alongside the 72nd and 9th Artillery Bat-
imperial rule, and the long road of purging the remaining pop- teries and the 55th Royal Army Ordnance Corps. In addition,
ulace began. an experimental unit composed of refugees from the 18th's
last campaign on Golgotha has been trained at the Schola
The Templars were impressed by the nigh emaciated supply Psykana for use as Sanctioned Psykers, and will be seeing
structure of the Commonwealth forces, as well as their as- action in the upcoming theatre.

26 Vorsehung Grenadiers
The White Scars Moral At Beginning Of Conflict: Leery of
being committed to a poorly planned impe-
Official Name: White Scars Third Com-
rial offensive of which they had no part in
pany, Fifth Legion
planning
Armies Commander: Korsoro Khan,
Force Disposition: Third Company White
Commander of the Third Company
Scars plus supporting elements.
Reason For Being Involved: Reinforce-
Khan has granted the right of trophy to his
ments for the initial crusade wave landed
troops. Champions of the opposing forces
on Dionysus after the crusade fleet was
defeated will have their skulls cleaned,
scattered.
bronzed, silver plated, and used to decorate
the bikes of their slayers.

White Scars 27
Moral At Beginning Of Conflict: Battle
The Raven Guard
wary but determined.
Official Name: Raven guard 3rd Company
Force Disposition: The entire third com-
Armies Commander: Shadow Captain pany, along with armour from the motor
Shrike pool, and Techmarines Librarians and
Chaplains.
Reason For Being Involved: On Crusade
in a nearby system and answered the call Led by Shadow Captain Shrike, and sup-
to help the Crimson Fists ported by Captain Jacob Peregrinus

28 Raven Guard
Grey Knights
Commander: Grand Master Co’llun

Reason For Being Involved: A grand


surge of demonic energy alerted him to the
planet, and they must purge it.

Moral At Beginning Of Conflict: High at


the beginning

Force Disposition: Third Task Force

Grey Knights 29
Dionysus.
Marines Optimi
Official Name: Marines Optimi Task Force Moral At Beginning Of Conflict: Very
Maximus high, coming off a campaign of victory
against The Purge.
Armies Commander: Grand Chaplain
Maximus Force Disposition: Members of the first
Dreadnought Company (Brother Librarian
Reason For Being Involved: They are Zachrous), The entire 3rd company, The
chasing remnants of The Purge from a pre- ninth scout company.
vious campaign who have taken refuge on

30 Marines Optimi
Marines Optimi – Blood Angels Lost Second Founding
Created as part of an exploratory and expansion force in Optimi Battle Fleet:
021.M31 between the Adeptus Astartes and Adeptus Me- Home Fleet:
chanicus. The main idea to found a forge world chapter home Forge Ship Glorious Hammer (Fortress Hammer of the Em-
that could be an outpost for far reaching ships and a foot hold peror)
for explorers and Rogue Traders. Originally tasked with the Population 230 Million
defense of the expansion fleet and the settling of an outlying Glories’ Shield – Strike Cruiser
Hammer’s Blow – Strike Cruiser
system planet the chapter was pulled mostly from existing
Fist of Blood – Hunter Class Destroyer
scout and assault squads from the Blood Angels Legion as- Ancients Fury - Hunter Class Destroyer
suming training and requirement would happen in route. Rights of Blood - Hunter Class Destroyer

The first (and only) ship in its class, the Imperial Forge Ship 1st Fleet:
Glorious Hammer set sail from dock at Titan with her battle Wings of Blood - Battle Barge
barge escorts tailing behind. Her destination the new sup- Fist of the Heavens – Strike Cruiser
posed home in the Dominion of Storms area of Segmentum Angry Spirit - Gladius Class Frigate
Ultima. Smooth sailing to the warp jump point set the crews Traitor’s Demise - Gladius Class Frigate
at ease for a quiet and clean journey into the unknown. The Glorious Battle – Nova Class Frigate
first warp jump would prove to be their undoing. 2 days into
2nd Fleet:
their first warp jump the fleet was dumped out of the warp by
Blade of Blood - Battle Barge
a major shockwave, which killed all the astropaths aboard Moment’s Excellence - Strike Cruiser
the fleet. The fleet commander, with no other real option Loyalty’s Seal - Gladius Class Frigate
began to run at full cruising speed toward the nearest inhab- Blessed Rampage - Gladius Class Frigate
ited sector. Reason’s Fire - Nova Class Frigate

During the 10,000-year transit time between the point they 3rd Fleet: (commissioned 755.M41)
dropped out of warp space and the time they finally found a Hand of Redemption - Battle Barge (finished 755.M41)
loyal planet to report changed the chapter’s marines, each Loyal Wrath – Strike Cruiser (finished 625.M41)
Optimi Angel constantly fighting the rage that built inside of Traitor’s Punishment - Strike Cruiser (finished 553.M41)
them for thousands of years, the chapter was forced to slowly Golden Protector – Nova Class Frigate (finished 497.M41)
Titan’s Soil – Gladius Class Frigate (finished 955.M41)
begin the process of selecting new recruits from the forge
Heaven Bound – Gladius Class Frigate (Under construction
ship’s crew to replace the few dark souls who succumbed to 002.M42)
the rage in their hearts. This only deepened the wound when
finding a loyal planet, as the forces of the Emperor didn’t rec- Optimi Armory:
ognize them, being that the chapter had been declared lost Led by – Tech Brother Ukobach
and destroyed in 401.M34. 40 Techmarines
250 Servitors
After a long period of trials and questioning the chapter was
approved loyal by Inquisitor Cail Markos (250.M41). Tasked 40 Predators
with completing the mission they first were tasked they set 25 Baal Predators
off once more to find their home. A short and uneventful trip 20 Vindicators
40 Whirlwinds
later found them looking at a set of dead worlds stripped bare
17 Land Raiders
of the life that had once thrived there, unlivable and de- 43 Stormraven Gunships
stroyed in the 10,000 years since they had set out, The only Optimi Forces of Battle:
hints of what may have happened lay in large biomass sec-
tions found floating in the area closest to the lifeless star. Chapter Commander: Zachele Kiegle – “High Commander
of the Host”
Undaunted by thousands of years aboard ship, Chapter Mas- Grand High Chaplain: Jobe – “Keeper of the Faith”
ter Zachele Kiegle declared the Forge ship Glorious Hammer Chief Librarian: Ayperos Botis – “The Master of Time”
to be the chapters new home, and set about doing what his High Blood Pact Priest: Malacai – “Saint of the Blood”
chapter had been tasked with nearly 10 thousand years ear- 13 Blood Pact Priests
lier, and began to send the fleet out seeking to crush the en- 7 Unassigned Librarians
emies of the Emperor of Mankind.

Marines Optimi 31
First Company – Dreadnought Company– “Glorious Dead” 8th Company – Devastator Company – “Death’s Reach”
Captain – Koi Captain –
High Chaplain – Sirgento High Chaplain –
Librarian – Zarcharis Librarian –

50 Dreadnoughts 10 Devastator Squads


10 Veteran Tech Marines
9th Company – “The Learned”
Second Company – Veteran Company – “Defenders of Captain = Roy Davies
Reason” Chaplain – Cory Steves
Captain – Obi Vious “the Bold” Librarian – None Assigned
High Chaplain – Maximus “the Strong”
Librarian – Thomas “the Stout” 10 Scout Squads

6 Tactical Squads 10th Company – “The Unwashed Masses”


3 Assault Squads (Captain) Brother Sergeant – Valafar
1 Devastator Squad Chaplain – None Assigned
Librarian – None Assigned
Third Company – Battle Company – “Knights of Blood”
Captain – Obadiah Cain 10 Veteran Sergeants
High Chaplain – Peter Santhem (MIA 001.M42 at Medusa V) 500 Training Neophytes
Librarian – Mathew Desantos

5 Tactical Squads
5 Assault Squads
2 Dreadnoughts

4th Company – Battle Company – “Iron Wall”


Captain – Jonah
High Chaplain – Rath
Librarian – Underlene

5 Tactical Squads
5 Assault Squads
2 Dreadnoughts

5th Company – Tactical Company – “The Armored Fist”


Captain –
High Chaplain –
Librarian –

10 Tactical Squads

6th Company – Assault Company – “Thrusting Spear”


Captain –
High Chaplain –
Librarian –

10 Assault Squads

7th Company – Assault Company – “Rending Teeth”


Captain –
High Chaplain –
Librarian –

10 Assault Squads

32 Marines Optimi
Dionysis Campaign Rules 3. Final Apocalypse Battle: As the name sug-
gests, there will be a final apocalypse battle involv-
Format: The campaign will last a total of ten ing the armies committed to the ground battle on
weeks; culminating in a final apocalypse battle. Dionysus. The points limit per faction will be
There will be basically four types of battles taking 14,000 points. If any on planet force cannot make
place during "The Fate of Dionysus" campaign: the apocalypse game and/or a faction cannot come
up with sufficient points appropriate armies from
1. Zone Battle : These battles take place on the the sector war may be used. The results of this
planet Dionysus herself and represent the tactical battle will be recorded by Shane and Nate and
ground war, the give and take of territory and so added to the campaign total.
forth. These battles will be fought on a scheduled
time line for specific territories and involve only 4. Set Piece Battles: This last type of battle will
those armies committed to the ground conflict. be specially organized home brew scenarios that
Games played for Zone battles will use armies of may award minor boons and small advantages to
1500 points, and lists cannot be changed unless the winner(s). At this time these battles are TBA.
the player wishing to change his army list has lost
his last game. In other words as long as you keep The campaign will last five two week turns.
winning your list remains the same. Battle Zone
games will use the victory track described later in Victory on Dionysus!: The winning faction of the
this book to determine scenarios played. Results campaign will be whichever faction has the highest
of Zone Battle games will be reported to Shane or total Campaign Victory Points (CVPs). There will
Nate. be up to 100 CVPs available during the course of
the campaign. Their break down is as follows:
2. Sector Battle: These battles take place in the
same sector of Dionysus but not necessarily on 7 Battles Zones each worth up to 10 CVPs each
Dionysus herself. Battles here represent the sta- Sector War worth up to 20 CVPs Total
bility of the Gerbersian sector as a whole, and its Final Apocalypse game worth up to 10 CVPs
effect on the imperial war effort. The armies in-
volved can be any selected from any legal army list The outcome of the war on Dionysus will not only
and up to any agreed upon points limit. The sce- determine fate of the planet itself but also the cam-
nario used for a Sector Battle can be chosen by the paign footing (and factions involved!) for the next
players in any manner that they wish. Sector Bat- Kettil's Keep 40k campaign. Additionally top per-
tles will be recorded on a "Sector Battle Results forming armies may even gain some special ben-
Card" provided by the Keep. efits if their army participates in the next campaign
as well!

34 Campaign Rules
Victory Track gains the tile for his faction in that zone and con-
tinues to position "II" as the attacker.
Victory Track: This campaign uses a victory track
that is progressed as more and more games are Position "II"
won by a single faction in a single zone. These vic- Their line shattered, their territory captured, the de-
tory tracks are attached to each zone, so if a win- fending player's retreating army fights for its life
ning army is transferred away from the zone where against the "attacker". The "attacker" picks an ad-
they won three games their track stays with that jacent tile to a tile they control in their zone and
zone and they will pick up the track position at the fights a battle to gain control of it. This battle is a
new zone they've been deployed to; and the army "Annihilation" battle fought with a deployment type
being deployed to the vacated zone would play the chosen by the defender as his army fights a rear
next game there at position "III". Progress along guard. Note that kill points are not used at all, in-
each track will be recorded in the campaign folder stead use the rules for victory points exclusively. If
by Shane or Nate. As soon as a victory streak is the "attacker" wins the retreating army is badly
broken then the track resets to position "0". As one mauled and scattered, the "attacker" gains the tile
side wins more and more battles it becomes more for his faction in that zone and continues to position
difficult for them to keep winning as their forces are "III"
stretched out over more territory, they have longer
supply lines, and in order to maintain momentum Position "III"
they cannot reorganize. The defenders on the The "Attacker's" army has reached a hastily con-
other hand are closer to their supplies and can re- structed rear line of the defending player's army.
organize to defeat the attackers army. The "attacker" picks an adjacent tile to a tile they
control in their zone and fights a battle to gain con-
Position "0" trol of it. This battle is another "Capture and con-
No side has the advantage and neither one is trol" mission with once again the deployment type
deemed the "attacker". The game is a "capture and chosen by the defender. Additionally if the game
control" scenario using a randomly chosen deploy- is a draw, instead of going to victory points the
ment type as detailed in the warhammer 40k rule- draw counts as a win for the defender. If the "at-
book. There can be no draws so use victory points tacker" wins the defenders rear line is broken just
as detailed in the back of the rulebook to break as the first was, the "attacker" gains the tile for his
ties. The winner of this game has cracked the front faction in that zone and continues to position "IV"
lines of their opponent and moves to Position "I" as
the attacker. Position "IV"
Holy throne this "attacker" is an absolute crusher!
Position "I" This "attacker" though may be too bold, the attack-
Trying to capitalizing on previous success the "at- ing army is amongst the defender's reinforcements
tacker" pushes into enemy controlled ground intent and has perhaps operated too long without respite.
on capturing it. The defending army brings up re- Bowed but unbroken the defender rallies and fights
inforcements to try and halt the advance of the at- to finally halt the blitz. The "attacker" picks an ad-
tacker. The "attacker" picks an adjacent tile to a jacent tile to a tile they control in their zone and
tile they control in their zone and fights a battle to fights a battle to gain control of it. This mission
gain control of it. This battle is a "seize ground" takes the form of the "fighting withdrawal" from the
mission where the attacker chooses the deploy- battle missions book with the defender taking on
ment type used. If the "attacker" wins then he the roll of the tau. Additionally, instead of all mem

Campaign Rules 35
bers of the defenders army having "hit and run" Week 2(April 7th): The second week of the first
universal special rule they may choose one of the campaign turn. If any of the two zone battle games
allowing options: per zone remain to be played at this time and no
arrangements have been made to complete the
1. All defending units have the "Hit and run" uni- game(s) then any appropriate fill in army can be
versal special rule. used. If no fill in army can be found or arranged
then the faction whose player is present the night
2. All defending units have the "Stubborn" univer- of April the 7th will count as winning the unplayed
sal special rule. game(s).

3. Once per game at the start of one of his shoot- Any number of Sector Battle games can be played.
ing phases the defending player can execute a
devastating counter attack. For the rest of the turn Week 3(April 14th): This week forces may be re-
all defending units have "furious charge" and "fleet" deployed. Each faction will note down secretly
where each army will be deployed for this cam-
If the "attacker" wins, he gains the tile for his faction paign turn. After both factions have turned in their
in that zone and continues to play this mission in deployments they will be deployed on the cam-
subsequent games until the defender can win or paign map as marked. Note that the victory track
the campaign ends. is attached to the zone, not the army. This turn fol-
lows the normal rules for the victory track (this
Week 1(March 31st): Thursday nights will be means that all zones will either be at position "0"
campaign nights. Games do not need to be played or position "III" with the imperials as attackers).
on this night, but this is when deployments will be
decided. There will be seven zones to be deployed Any number of Sector Battle games can be played.
in. Six of these zones will consist of seven plane-
tary empire tiles and one of the zones will have six. Week 4(April 21st): The second week of the sec-
Each tile will be worth a certain amount of CVPs ond campaign turn. If any of the two zone battle
as detailed later. Starting number of tiles controlled games per zone remain to be played at this time
by each faction is set from the start. Two games and no arrangements have been made to com-
must be played per zone per each two week turn. plete the game(s) then any appropriate fill in army
can be used. If no fill in army can be found or
During the first week each faction will in secret note arranged then the faction whose player is present
down their deployment. After both factions have the night of April the 21st will count as winning the
turned in their deployments they will be deployed unplayed game(s).
on the campaign map as marked. Due to the im-
perials successful planet fall the imperials will Any number of Sector Battle games can be played.
begin as the "attacker" and begin at position "I" on
the victory track. Regardless if they win or loose Week 5(April 28th): This week forces may be re-
that first game they will move to position "II". Note deployed. Each faction will note down secretly
that though they move on to the next position on where each army will be deployed for this cam-
the victory track they still must win the game to paign turn. After both factions have turned in their
capture any territory. Chaos victories will merely deployments they will be deployed on the cam-
result in no change of territory. paign map

Any number of Sector Battle games can be played.


36 Campaign Rules
as marked. Note that the victory track is attached is attached to the zone, not the army. This turn fol-
to the zone, not the army. This turn follows the nor- lows the normal rules for the victory track.
mal rules for the victory track.
Any number of Sector Battle games can be played.
Any number of Sector Battle games can be played.
Week 8(May 19th): The second week of the forth
Week 6(May 5th): The second week of the third campaign turn. If any of the two zone battle games
campaign turn. If any of the two zone battle games per zone remain to be played at this time and no
per zone remain to be played at this time and no arrangements have been made to complete the
arrangements have been made to complete the game(s) then any appropriate fill in army can be
game(s) then any appropriate fill in army can be used. If no fill in army can be found or arranged
used. If no fill in army can be found or arranged then the faction whose player is present the night
then the faction whose player is present the night of May the 19th will count as winning the unplayed
of May the 5th will count as winning the unplayed game(s).
game(s).
Any number of Sector Battle games can be played.
Any number of Sector Battle games can be played.
Week 9(May 26th): Forces may be redeployed.
Week 7(May 12th): This week forces may be re- Each faction will note down secretly where each
deployed. Each faction will note down secretly army will be deployed for this campaign turn. After
where each army will be deployed for this cam- both factions have turned in their deployments they
paign turn. After both factions have turned in their will be deployed on the campaign map as marked.
deployments they will be deployed on the cam- Note that the victory track is attached to the zone,
paign map as marked. Note that the victory track not the army. This turn follows the normal

Campaign Rules 37
rules for the victory track. Final Battle: The final Apocalypse battle will be
scheduled as soon as possible to allow the maxi-
Any number of Sector Battle games can be played. mum number of committed ground war armies to
attend.
Week 10(June 2nd): The second week of the fifth
and final campaign turn. If any of the two zone bat- Last bits: If a faction gets completely ousted from
tle games per zone remain to be played at this time a zone it will fight on in that zone but without hold-
and no arrangements have been made to com- ing any territory. If it wins a position "I" game as
plete the game(s) then any appropriate fill in army the "attacker" it will retake the last territory it lost
can be used. If no fill in army can be found or previously. For each zone that is controlled entirely
arranged then the faction whose player is present by one faction at the end of week 10 that control-
the night of June the 2nd will count as winning the ling faction will receive an extra CVP. This CVP is
unplayed game(s). included in the ten available CVPs in each zone.

Any number of Sector Battle games can be played.

38 Campaign Rules
Death Korps of Krieg Engineers meet resistance underground from Bedlam Hoplites as they attempt
to get thier Hades Breeching Drill into position.

Land Speeders of the Raven Guard perform hit and run attacks against Chaos Marine outposts.
For over a century, the Word Bearers legion of Chaos Space Marines have held dominion over
the beleaguered world of Dionysis-Prime. The Crimson Fists, who lost a fortress during the
first war for Dionysis, have since regrouped and prepared a crusade to retake the planet. The
Crimson Fists are not alone, standing with them are members of the White Scars, Raven
Guard, Marines Optimi, Grey Knights, and two Imperial Guard armies, the Death Korps of
Krieg and Vorsehung Grenadiers.

The Word Bearers have not spent their time idle, having built an army of Daemons and re-
cruited Night Lords, Pyre, Purge, Red Corsairs, and heretic Relictors.

The fate of a system and perhaps even a sector hangs in the balance.

War has begun.

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