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When brother slays brother

By Antti Karjalainen

1. Contents
2. Pretext......................................................................................................................................................3

2.1 What you will need.................................................................................................................................5


3. Prologue...................................................................................................................................................6

4. Mission 1: Search and destroy..................................................................................................................7

4.1 Non-AK player's sheet.......................................................................................................................8

5. Interlude...................................................................................................................................................9

6. Mission 2: Planetfall...............................................................................................................................11

7. Interlude 2..............................................................................................................................................12

8. Fury versus determination......................................................................................................................13

9. The Strategic Map and SAI......................................................................................................................14

9.1 Setting up the armies......................................................................................................................14

10. Turn Phases........................................................................................................................................14

11. Movement Phase................................................................................................................................15

12. Restructuring Phase............................................................................................................................16

12.1 We are running out of tanks!..........................................................................................................17

12.2 Effects of SAI...................................................................................................................................17

12.3 Stationary defense platforms..........................................................................................................18

13. Battle Phase........................................................................................................................................19

13.1 Against Natives on regular terrain..................................................................................................19

13.2 Against Natives on a SAI.................................................................................................................20

13.3 Against the other player.................................................................................................................21

14. Maps, SAI and summary.....................................................................................................................21

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2. Pretext
This campaign was built over the idea of evolving armies. I feel that too often the
armies that players play with have no history, no soul and no evolution. This leads to
armies with no charisma. Too often we see people playing tournament winning lists
in order to be as competitive as possible without getting to know their army fluff-
wise. I understand that many out there play to win and see Warhammer 40.000 as a
way to compete. I do like a fair share of competition as well, but in my mind an army
must have some defining moments in its history, some important events which altered
the way the army is built and played. It might not be the most competitive way to
build a list, but it sure is fun.

In any case my friend and I both have space marine armies and have played against
each other for at least half a dozen years. We have played smaller campaigns and
countless skirmishes together, yet nothing which has dramatically changed either of
the armies. It felt like our brave soldiers were stuck in an eternal loop of warring and
endless battles, with no reason or end in sight. This is about to come to an end. This
campaign was built specifically to make our battles matter in a larger scale. Who
cares if you lose a skirmish when there are no consequences, or even if you win when
there is no reward other than seeing a slight disappointment on your opponent's face
(although that too can be rewarding).

For anyone wanting to play this campaign, bear in mind that the first mission makes
use of an old board game called Space Crusade. In using it we set up the board and
used the radar blips as in a normal game, but then used the WH40k rules on
everything else. Line of sight would be cut by walls as normal, doors would open on
demand, shooting and assault rules would be from the WH40k rules, while the
random event card would be still taken and the effects would be modified by the
Dungeon Master to suit the mixed rule set. All this was to give us a quick and mostly
simple way to play a space shuttle mission. If you want to play the mission with only
WH40k rules, go ahead. Be creative and if you have enough indoor terrain pieces to

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pull it off, all the better. No parts of these rules should be taken as carved in stone.
The main idea is to have fun, not following rules to the letter.

As a last note, the campaign storyline mentions a space marine chapter called the
Astral Knights. This is the army my friend uses. If you are using this campaign with
your friend, just change the names to suit your needs.

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2.1 What you will need
In order to play this campaign you will need the following items. Some of them are a
bit hard to come by (mainly Space Crusade) and can be substituted by other systems
(such as Space Hulk). Most of the information will be found in the corresponding
WH40k books and its supplements. The information that is not in the aforementioned
books will most probably be included in this campaign book.

The list of needed items, in order of importance:

 2 Players with Space Marine armies. (Can be altered for use with Eldar etc.)

 Warhammer 40.000 Rulebook (5th Edition was used when making this
campaign)

 Space Marines Codex (5th Edition, chapter specific codices could work as
well)

 A third army to represent Luggnum's population. (I.G. was used)

 A hexagonal map and strategic asset indicators (Included at the end of the
book)

 1 D20 and enough D6 dice to shake a stick at

 Models of defensive platforms. (can of course be proxied)

 Space Crusade board game (Used only in the prologue mission)

 Warhammer 40.000 Battle Missions (Not mandatory, but recommended)

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3. Prologue
5470183M41. Calixis Sector. The year an imperial world would turn on itself before
being engulfed in the flames of war. But that is all yet to come. Having just ended a
fierce war against an ork manifestation on the now dead planet Lycosidae, the Astral
Knights had just regrouped to fill their ranks and rearm. Once the most crippling
losses had been recovered, the inevitable order came. By the order of Chapter Master
Syf Arotho, the chapter was to split once again into autonomous companies. The first
company had stationed itself into orbit around the sector capital and all other
companies were to patrol the subsectors for emerging threats. The fourth company,
led by Captain Ardatar, was patrolling the Golgenna Reach when the onboard
astropaths screamed in unison as a tearing pain tore through their brains and very
souls. Havoc followed as one third of the ship's astropaths died in a fit of berserk
rage. Before the nearest marines could restrain the psykers, some had ripped their
own throats out, while a few had run head-on against a nearby wall, until their skulls
had finally given up.

Once order had been restored Ardatar consulted the remaining astropaths. Apparently
a signal of immense power had turned on right before the incident. This signal could
not be felt outside the warp, but if it was able to transform veteran psykers into raving
lunatics, the power of it was undeniable. When questioned more about the signal, the
astropaths could not determine the purpose of it. All they knew was that it seemed to
transmit into all directions and that it was located somewhere in the Castimus system.
They also remarked that the reason so many of their brethren collapsed was the
signal's alien nature. So alien in fact, that their brains could not handle the mind-
warping complexity which seemed to come from another world. No matter what this
signal was, it was certain that there was no place for it inside the Imperium. Ardatar
knew that their company was the only one near the signal, so he immediately gave
the order to notify chapter command and set course for the signal's origin. The other
companies could be too far to assist, but if he were to fail, there would be more to
take his place.

While the alien signal made warp travel no less dangerous, Ardatar's company
reached the Castimus system without further issues. Their remaining psykers had

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learned how to listen to the signal's scream while shielding themselves from
overexposure. As they entered the solar system, the signal's source was determined to
have come from an asteroid belt at the edge of the system. With closer inspection the
belt disguised a small ship of Imperial origin. Scanners showed the ship to be a space
freighter, but no identification could be made. There were no signs of damage in the
outer hull, yet the ship did not reply to any communication attempts, nor was it
moving. It merely lay in the asteroid field with no signs of life. Ever cautious, the
company captain ordered a scouting mission onto the vessel. The situation had all the
makings of a trap, so no more than a single tactical squad would be sent to investigate
the ship's interior. The squad was to find out about what happened to the ship and if
the source of the signal was found, it was to be destroyed.

4. Mission 1: Search and destroy


As Ardatar ordered, a tactical squad was launched in an assault craft. It glided silently
to the side of the derelict ship and clamped itself to the hull. Blazing cutting torches
sliced through the hull with ease and the tactical squad began their search.

Objectives: The player playing the Astral Knights (later referred to as the AK player)
must locate the ship's command center and investigate the ship's logs. Also he must
locate the signal's origin and destroy it.

Deployment: This mission will be played on the Space Crusade board with normal
set-up. A good idea is to play the game like a game of Kill Team, so that each model
is moved separately and can target any model it sees. The AK player starts in the
assault craft and will enter the board on the first turn. The AK player has to choose 1
full-strength tactical squad, all legal weapon options are allowed. Plasma weapons
follow the heavy weapon targeting rules from Space Crusade and thus hit everyone in
a straight line. Missile launcher does not scatter in such close quarters fighting.

Reserves: No reserves are allowed.

Game Length: The game lasts until all objectives are met or all of the AK player's
troops are dead.

Special Rules: Doors open on command, as long as the opener is adjacent to the door.
This does not count as an action and can be done freely. Doors may also be opened
and closed by the opposing creatures. Destructors behave as 40k dreadnoughts. If you
do not have access to all the needed models and/or character information, you can
change the enemies into all orks for example. Just do not make the game too hard, as
it is only a prologue and should not be failed in order to continue the storyline.
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4.1 Non-AK player's sheet
Deployment: Contrary to what the AK player thinks, there is no command center
mission, nor is there a beacon to be found. Once the AK player's assault craft has
been placed, select one of the other quarters of the board and pick a room or corridor.

Objectives: Once the AK player reaches line of sight of this place, place 3 terminators
and a librarian there. Scatter corpses of Space Crusade enemies around to visualize a
bloody battle. Read the following paragraph to the AK player:

"As you come around the corner, you see an unexpected sight. In front of you is a
librarian and a squad of terminators finishing up a horde of attackers. You fail to
recognize the chapter colors. Before you have time to say a word, one of the
terminators turns to you with a piercing look in his eyes, and then vanishes with the
rest of them. Right before the librarian teleported them away, you managed to
glimpse a small artifact of some sort in his hands. After realizing what just happened,
you gather your remaining men and hastily leave the derelict ship behind you as you
return to your fleet still stupefied by what you saw."

The scenario ends after you have read this paragraph. The AK player is assumed to
have left the ship and returned to the main fleet in order to give a situation report.
Investigating the ship's logs is thus nullified as more important matters have arisen.

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5. Interlude
As the remains of the tactical squad dock in their assault craft, sirens can already be
heard in the main fleet. Something is up, as the entire chapter is gearing up for battle
and a call to battle stations is sounded. Once the squad reaches the command center, a
quick debriefing is given to the captain. It is most troubling to stumble upon an
unknown chapter, yet what even more troubling is the fact that while the scouting
mission was underway, the telepathic signal was altered and then shut down. The
onboard psykers reported that the signal had changed from a transmitter to a compass
of some sort. This compass had pointed to a planet nearby, an Imperial planet.

The council was interrupted by an intelligence officer reporting a sighting. A small


vessel had departed from the derelict ship and had somehow gone undetected until it
was almost out of radar range. Getting that far with such a ship could only mean that
they knew intricately how Imperial radars functioned and how to avoid detection. It
was a safe bet that the ship belonged to the unknown space marine chapter. With
determination in his voice, captain Ardatar ordered the fleet to follow this tiny vessel
and to determine its destination. It soon became evident that the ship was headed to
the same planet the alien artifact had pointed to. Why was a space marine chapter
working secretly? Why would they follow the artifact's directions and not destroy it
the moment they laid their hands on it? Have they gone rogue, or are they perhaps
working with the Inquisition? So many questions were left unanswered, but Ardatar
swore to himself that he would get answers.

As the Astral Knight company closed in on the planet, the chased vehicle went off
their radar and seemed to have landed in one of its cities. The planet itself was called
Luggnum. Being the fourth planet orbiting around a blue star, it was the closest
planet which could maintain life. An Imperial mining world which records stated to
have roughly 700 million inhabitants. Most of the population was centered around the
largest ore mines. These mines had been in operation for centuries and still provided
the entire sub-sector with enough ore to last hundreds if not thousands of years. As
almost all food produce had been imported and no other major industries had been
present, the original mines had grown into large cities as more and more workers
flocked to the mines. Apart from the mining industry, Luggnum had several small
weapons manufacturing facilities, a few spaceports and a couple of long distance
radar stations. On the surface there seemed to be no reason why a space marine
chapter would involve itself with the planet. Nonetheless, Ardatar was experienced
enough to know how many a world seemed peaceful on the outside before outbreaks

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of chaos and alien influence finally surfaced and tore the world apart. With the arrival
of these mysterious brethren, Ardatar had a bad feeling about the events to come.

As the Astral Knights began orbit of Luggnum, a hail was sent to one of the
spaceports requesting landing approval. A dead silence greeted the marines as no
answer came after repeated attempts to contact the planet. With a slight disgust
towards all the uncertainty, Ardatar sent his first troops to secure a landing platform.
Something was very wrong here, and he would weed out the source.

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6. Mission 2: Planetfall
The first objective is to take and hold the spaceport. It will later on act as a staging
ground for further troops and is needed in order to bring in heavy vehicles and
machinery.

Objectives: The objective for the AK player is to secure the landing area for further
troops. The player representing the native IG global defense forces (later referred to
as the Native player) is attempting to stop the incoming space marines.

Deployment: The game is played on a 4'x4' table. This location is meant to depict a
battle taking place in a spaceport, so set the terrain accordingly. Objectives are to be
placed according to the picture below. The AK player starts in a 6" area from the
center of the board. This represents a landing platform for light space craft. The
Native forces start at both ends of the board and must deploy at least one unit on both
sides of the board. Both sides have 1D3x100 points for this mission. Both players
have the same amount of points. The AK player cannot take vehicles from the Heavy
Weapon Slot. The Native player is restricted to using Troops choices with no
vehicles.

Reserves: No reserves are allowed.

First turn: Roll a dice. On a 3+ the Native player starts, on a 1-2 the AK player goes
first.

Game Length: 6 turns

Victory Conditions: At the end of the game the AK must hold at least 2 objectives. If
he does not, the Native player wins.

Special Rules: This is a Kill Team mission and thus models behave as separate units
and can divide their attacks accordingly. 6"

6"

48"

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6"

7. Interlude 2
The Astral Knights had stumbled across a number of ominous signs on their journey,
but none as revealing as the group of Imperial guardsmen who attacked the marines
upon their arrival. It was becoming more and more apparent that the planetary
government had either been divided or had ceased to exist. However, the fact that
these guardsmen had attacked the newcomers as a unified platoon was an indicator
that military control was still in place, but that it has turned hostile.

By securing the spaceport, Ardatar could now bring tanks onto the planet. This would
prove to be a lifeline for the marines' attacking forces, should they encounter heavier
resistance. With the first outpost secured, the Astral Knights quickly moved on to
search the city for clues on what had happened. With only minor resistance they
quickly cleansed the city of hostile forces and finally made it to the planetary
governor's estate. As with earlier renegade guardsmen, his private security was also
incapacitated with a growing wrath.

In the hopes of finally learning something about the situation, sergeant Thylris of the
sixth tactical squad had ordered his marines to take the governor alive. Ardatar
himself came to the estate when he heard of the governor's capture. When he entered
the lobby where the governor was tied up, he was already roaring insults at the local
leader, rightfully accusing him of treason against the Emperor himself. When the
governor refused to speak, Ardatar burst in a fit of rage. One mighty backhanded
blow had the prisoner flying through the entire lobby in a wide arc. Realizing
instantly that there was no way to resist, the prisoner opened his mouth, coughed up
blood and began to speak with a regretful, whining voice.

He explained how another space marine chapter had come to the planet and taken
over the local administration. They were in led by an inquisitor by the name of ****.
How could he have said no to them? No-one denies access from space marines, let
alone an inquisitor. They would have surely burned the entire planet and claimed him
a heretic if he had said no. The governor continued to explain how they then rallied
the local populace into militias and called on the most skilled guardsmen to join
them. When Ardatar asked whether they were planning on recruiting the guardsmen
into the chapter, he was responded to with a declining answer. The guardsmen were
stationed as additional manpower to the East of the capitol. When he was asked about

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the purpose of the foreign marines, he merely referred to a conversation he had
overheard between the marine captain, Kiren Imperio and the inquisitor. He heard
them speaking of an alien artifact of immense power, and that they were going to find
it by using some sort of locator beacon.

This was all Ardatar needed to hear. Now he was certain that the marine chapter had
joined under the command of a radical, or perhaps even a rogue inquisitor. They were
no longer in the service of the Emperor, and should be considered the enemy. The
artifact had to be found and the enemy wiped out before they got a chance to take
over the planet or escape to another sector. Finally Ardatar asked for the name of the
unknown marine chapter. "The Lightning Legion" coughed the planetary governor.
These were the traitor's last words before Ardatar ended his life with a purging bolt
through the skull. There is no excuse for betraying the Emperor, nor is there
forgiveness for weakness. There is only the fury of the Emperor's finest, and this fury
shall be the last thing the traitorous Lightning Legion experiences.

8. Fury versus determination


This marks the end of the background story and starts the sections concerning the
battle for Luggnum. These sections will describe how to use the game mechanics to
fight out a planet wide campaign between the Astral Knights and the Lightning
Legion. They will also get you acquainted with the hex-based map of Luggnum and
the use of strategic asset indicators (SAI).

From now on, the Native player will play as the renegade Lightning Legion captain,
Kiren Imperio. As Kiren, you must eliminate the distraction before the planet's
populace can be driven to search in unison for the alien artifact. The Astral Knights
player will take command of his forces as captain Ardatar and lead them to victory by
restoring order on the planet. Both armies' goal is to drive the hostile marines off the
planet. This can be achieved by taking over all the cities, weapon factories and
spaceports of the other player.

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9. The Strategic Map and
SAI
Here is the strategic map. It shows the
planet of Luggnum spread out as a
map. All strategically important locations on the planet have been highlighted into
hexagonal sectors. These sectors have then been numbered to make navigating easier.
This map will be your primary tool when hunting down corrupt forces, or searching
for an alien artifact while pushing back the ignorant arrivals and ultimately reaching
planetary domination. In addition to the map, you will need strategic asset indicators
(SAI). If you are playing the original version of the campaign, all the SAI are already
included in the game map. If you on the other hand are playing your own version of
the campaign, movable SAI are to be placed into sectors of the map. Where these are
placed will be up to the players to decide. The movable SAI can be found at the end
of the book.

9.1 Setting up the armies


Once the players have arranged the map, they are further required to make a 2,000
point army list following the normal Force Organization Chart (FOC). This will
represent the first wave of forces going into battle. Once the SAI have been placed
and the initial army lists have been made, the game is ready to begin. The Lightning
Legion player (LL player) starts the game.

10. Turn Phases


The game is played in turns, with the Lightning Legion player (LL player) getting the
first turn. This represents the advantage of having forces already stationed on the
planet. All turns are divided into 3 phases. These are the movement phase,
restructuring phase and battle phase.

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11. Movement Phase
When it is the player's movement phase, he is allowed one move on the strategic
map. Movement can be done to any sector on the map. The distance travelled in
hexes doesn't matter as it is assumed that the transportation network of the planet
allows fast deployment of units. However, unless moving by air, the player must be
able to draw a line from their spaceport to the sector they plan to move into. This
shows that they have a working supply route from their base to their soldiers. This
means that if a part of a player's sectors are cut off from his spaceports, the player
cannot make an attack by land to the sectors adjacent to his cut off sectors. This
creates the tactic of jumping behind the frontlines in order to cut supply lines. The
benefit for doing this is to limit the opponent the possible sectors they can expand to.
Movement of troops can be done in two ways:

 By land: To a sector adjacent to one which is already in control of the


player.

 By air: Troops can be transported to any sector,


but this method has several disadvantages. This
mode of movement restricts the used units to
only those which can deep strike.

In this diagram the possible moves by land are shown as


black arrows, while a possible move by air is shown in
grey. As mentioned above, the move by air is not
restricted to this, and it can go as far as the player desires.
The strategic map does not always have a sector located
to every direction from a specific hex. This could be due
to a water mass, harsh climate or the reason simply has no strategic benefit and is of
no use. As a simple rule, if the area does not have a hex sector, it cannot be moved
through.

If the player moves his army against the opponent's army, then the last thing to in the
movement phase is to decide the size of the upcoming WH40k battle. This is decided
by rolling 1d20 x 100points. What this gives is a number between 100 and 2,000p.
This is the amount of points allowed in this turn's battle. The reason for such
randomness? Although battlefronts can be huge, often there comes a point in battle
where a small part of the army can tip the scales one way or the other. So even if the

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battle is between thousands of soldiers, it could be that 200 point squad which wins
the battle for the rest of the army. This points selection method chooses to focus on
the decisive moments where a battle is either won or lost.

12. Restructuring Phase


Once the player has completed his movement phase, the restructuring phase starts. In
this phase the player has a chance to change their army list to better suit the next
battle. On the first turn both players should have their initial 2,000 point lists done, so
no changes are allowed on the players' first turns. On the second and later turns,
changes to army lists are allowed within the following rules:

 The new list must have a maximum of no more than the allowed amount of
points given in the movement phase.

Example: If on the first turn, the allowed amount is 1500 points, both players
must drop at least 500 points from their original 2,000 point list.

 Only 1 FOC slot choice from the army list can be changed per turn. This
represents a slow adaptation of the ground forces to their environment and
fought battles. No army changes instantly to best suit their next assignment.
Changes within the slot choice also count as changing the whole slot.

Example: On the second game turn, the AK player believes his scouts lack
anti-tank power. He uses his restructuring phase into changing a scout's heavy
bolter into a missile launcher. Alternatively he could have swapped the whole
squad with a terminator squad, assuming that he had a free Elite slot and spare
points.

 The FOC must be followed. This can be slightly changed by a SAI a player has
gained.

 Unless explicitly agreed on by the players, only units from within one codex
can be taken. This excludes the use of cities to recruit the Natives. See more in
the SAI section. However, if both players agree, the Lightning Legion could
for example add units from the chaos codices as well as the space marine
codex in order to represent a heavy influence of chaos in the chapter.

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12.1 We are running out of tanks!
As both armies have very limited resources in the proximity of the planet, repairing
complex machinery takes all the time the company's techmarines have. It is by no
means a simple task to repair a Land Raider which has been ripped to shreds by a
heretic dreadnought.

To represent the effect of attrition on the forces, the following rules apply:

 Keep track of how many tanks/monstrous creatures a player's army has lost in
the last mission. The player can only recover 1 tank/monstrous creature per
restructuring round. This does not count as changing a FOC slot choice.
Example: The LL player has 4 tactical squads in Rhinos as a spearhead assault
force. In a battle he loses all 4. In the next restructuring move he then recovers
one of them, and uses his restructuring move to swap one Rhino into a
Razorback. He unfortunately runs out of time before the next battle and is
forced to go to the next battle missing 2 Rhinos. Keep in mind that if the
amount of allowed points for the next battle is less than the last battle, it would
be wise to drop the tactical squads with broken rhinos first. This way the
effects of attrition would be minimized. In later turns he can continue to repair
another Rhino and swap the last one to something else.

 The recovering of tanks/monstrous creatures is tied to the amount of spaceports


the player has. If he has lost all of his spaceports, he cannot bring any lost
tanks/monstrous creatures back into the fight. He is still allowed to use the
ones which have not been broken yet.

12.2 Effects of SAI


There are three different kinds of Strategic Asset Indicators in this game. They all
give varying bonuses and can really boost a player's army. In order to benefit from a
SAI, the player must have the sector containing it in his control. Here are the different
SAI and their rules:

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 Spaceport: These facilities allow the player to bring 1 tank/monstrous creature
onto the planet and into his ranks per turn. This also includes any dedicated
transports, which are tanks. Each additional spaceport gives the ability to bring
an addition +1 tank/monstrous creature back into the fight. The spaceport also
gives the player 1 additional Fast Attack slot on the FOC. Additionally, every
spaceport has a large force field around it. This force field does not restrict
ground movement, but does prevent anyone from moving into the spaceport by
air.

 City: Taking over a Luggnumian city gives the player the possibility to recruit
any Native troops into his army. The city also opens up an additional Elite slot
for the player. When recruiting, the player must obviously still follow the FOC
slots and maximum points available to him.

Example: The AK player takes over a city with a local defense force of
Imperial guardsmen. On his restructuring turn he now swaps his Whirlwind to
a Manticore missile launcher giving him a massive boost in artillery power. On
the next restructuring phase he could change his Predator to a Leman Russ
variant as long as he has free points.

 Weapons factory: With a weapons factory in the hands of the player, he now
can construct stationary defense platforms. Every time one of his sectors is
attacked, the player gets to place 1D3 x 50 points worth of defensive fences
and gun turrets. Controlling more than one weapons factory does stack the
amount of dice thrown, so having 3 weapons factories would give 3D3 x 50
points worth of added defense. That is between 150 and 450 points every time
the player is attacked! As if that wasn't enough, a weapons factory also opens
up an additional Heavy Weapon slot.

12.3 Stationary defense platforms


The weapons factories allow the use of defensive platforms. These can be divided
into 2 categories, defensive fences and gun turret. They act as any other part of the
player's army during a WH40k battle, but can be used only when the player's sector is
under attack. The defensive platforms use the following stats:

Defensive Gun Turret


Point Front Armor Side Rear B
s Armor Armor S
Gun 50 10 10 10 3
Turret 19
Type: Immobile
Weapons: Twin-linked heavy bolters.
Options: A Gun Turret can swap the heavy bolters into one of the following:
o Twin-linked autocannons for +10 points
o Twin-linked multilasers for +15 points
o Twin-linked lascannons for +20 points

Damage: When rolling on the vehicle damage chart, a result of 1-2 will cause the weapon to cease firing for the
next round. On a 3+ the Gun Turret is destroyed. On a result of 6 the weapon is blown to bits and the model
is removed from the table. Otherwise leave the model on the table, it will then become difficult and
dangerous terrain like a wrecked vehicle.

Defensive Fence
Point Front Armor Side Rear B
s Armor Armor S
Fence pylon 25 13 13 13 -
Power 10 10 10 10 -
Generator
Type: Immobile

Setting up: To function, at least 2 pylons and a power generator have to be bought. The pylons are set to a
maximum of 12" away from each other and from the power generator. More than 2 pylons can be
attached to the same power generator. More than 1 power generator can be bought in order to have
more than one source of energy.

Crossing the fence: Assuming that the power generator has not been destroyed and that all the pylons are connected to
the power generator with a 12" chain, the pylons will inflict 1D6 S9 AP3 hits to any unit which crosses
between the pylons. Vehicles take a 1 S9 AP1 hit when crossing. Jump infantry and skimmers can cross
the fence with no damage as long as they do not end their movement between the pylons.

Shooting through the fence: The fence negates most energy and matter crossing it, thus giving anyone behind the
fence a 3+ cover save.

Shutting down the fence: The fence will shutdown if the chain of pylons to the power generator is cut. Obviously the
fence will not function if the power generator powering that part of the fence has been destroyed. Any
glancing or penetrating hit will destroy a pylon or generator.

Assaulting a pylon: Any unit assaulting a pylon will be hit like it had walked between pylons. Assaulting jump infantry
are also hit. These hits are made with the same iniative as the attacker's iniative.

13. Battle Phase


After the restructuring phase has been completed, the battle phase can begin. This
phase is dependent on whether the movement phase has pitched the player's army
against the Natives or the opposing player. This phase is also affected by whether the

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movement made takes the attacking army into a sector with a SAI. Since battles
against the Natives on regular terrain typically have less significant effects on the
game, they have been streamlined in order to keep the game flowing at a relatively
fast pace. Next are the different ways to play the battle phase depending on the
movement done earlier:

13.1 Against Natives on regular terrain


The battle phase is played according to these rules if the movement done in the
movement phase led the player's army into a sector which isn't under the control of
the opposing player and has no SAI.

In order to determine the result of the attack, both players roll a single D6 dice. The
attacker's throw is then affected in the following ways:

 If the player moved into the sector by land, he adds +1 to his result. This bonus
comes from the ability to bring armored vehicles and the all-round better
fighting capabilities of the space marines compared to the Native army.

 If the player moved into the sector by air, he subtracts -1 from his result. This
penalty is due to his forces coming solely by deep strike and thus cannot bring
any heavy weaponry or tanks with them. The defending forces are armed more
heavily and thus the space marines are at a slight initial disadvantage.

 In case of a tie, the players re-roll until the tie is broken.

Example: The LL player assaults a region by air. Both players roll dice. The Native
player gets a 2 and the LL player gets a 3. Because of the penalty inherent with
attacking by air, the LL subtracts 1 and is tied with the Natives. They re-roll. This
time both players roll a 4. Due to the LL player's penalty, he loses the battle.

If the attacking player wins the battle, he takes over the sector and places a marker to
show that it is his. If the player loses the battle, his forces retreat from the sector and
the battle phase ends with no further actions. Losing this kind of battle does not count
against lost tanks/monstrous creatures.

13.2 Against Natives on a SAI


When a player decides to conquer a SAI inclusive sector from the Natives, he is
going for a large strategic benefit. This kind of battle is too important to be decided
by a mere dice roll, so the WH40k board is used. The other player will play the
Native army as it were his own and tries to stop the attacking player from gaining the

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SAI sector. In all other regards this battle is fought like a battle between the players'
own armies.

Example: The AK player decides to take over a city sector with a drop pod assault.
He moves by air to the sector and rolls to find out the amount of points used in the
upcoming battle. His roll gives him and his opponent 1200 points. The AK player
then must create his army list by the restructuring rules stated earlier, while the
opposing player, who is now playing the Natives, can create his 1200 Native army
list by only following the rules of FOC and points values. This battle will be tough to
win for the AK player as he is allowed to only take drop pod and deep strike suited
units from his codex.

13.3 Against the other player


If the player decided to move into a sector already owned by the opposing player,
then their two armies will battle each other with the following rules:

 This battle will be fought on a WH40k table. The amount of allowed points on
each side have been chosen at the end of the movement phase.

 The scenario can be chosen or randomly selected from the WH40k Rulebook
or the WH40k Battle Missions book. The latter is highly recommended as it
gives more varying battles. Keep in mind that selecting the mission will be
done after the army lists have been made, so players will have situations where
their list can be far from optimal for specific scenarios.

 The terrain in the scenario should attempt to replicate the terrain showed by the
strategic map. Narrow sectors should be played on narrow maps, while fighting
in a mountainous sector should be represented on the board by high hills and
cliff faces if at all possible. City sectors should be filled with buildings and
narrow streets etc.

14. Maps, SAI and summary


On the next will be a short summary of the campaign rules as one spreadsheet. This sheet does not have
in-depth explanations, but it is good to have around in case questions arise during gameplay. Next are the
needed maps and Strategic Asset Indicators needed to play the campaign. The first map is the strategic map
for the original campaign setting. The last page has an empty map of Luggnum and SAI icons ready to be cut
out and attached to the empty map to form your own version of the campaign. Whichever campaign you
choose, I wish you and your opponent a fun game.

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Finally, if this campaign book has inspired some thought, you liked the campaign or you just want to come
say hi, I can be contacted trough the MSN address masterofmayhem@dakkadakka.com. I am open to any
improvement suggestions as well. If you know your way around Photoshop and you are sure you could
make better maps and icons than me, contact me. If you can do a better job, I will be more than happy to
include your artwork in the campaign book.

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1. Movement Phase 2. Restructuring Phase 3. Battle Phase
 Movement by land  Per spaceport, only  Against Natives on
can only be done to 1 tank/MC can be regular terrain, both
sectors next to the repaired per turn. players roll dice and
player's own  One FOC slot the bigger result
sectors, which are choice can be wins. Attacker gets
connected to his changed per turn. +1 for moving by
spaceport.  Changes must stay land, or -1 for
 Movement by air within FOC rules moving by air.
can be done to any and the maximum  Against Natives on
location on the map points allowed. SAI sectors, use the
except spaceports.  Spaceports give +1 WH40k board. The
Moving by air tank repair/turn and opposing player will
restricts the player's +1 Fast Attack FOC play as the Natives.
selectable units to slot.  Battles between
only those which players are played
 Cities give the
can deep strike. on a WH40k table.
chance to recruit
 If moving into Native units and +1
another player's Elite FOC slot.
sector, select the
 Weapons factories
army points by
give 1D3 x 50
rolling 1D20 x 100.
points worth of
defensive platforms
and +1 Heavy
Weapons FOC slot.

Defensive Gun Turret


Point Front Armor Side Rear BS
s Armor Armor
Gun 50 10 10 10 3
Turret
Defensive Fence
Point Front Armor Side Rear BS
s Armor Armor
Fence pylon 25 13 13 13 -
Power 10 10 10 10 -
Generator
Spaceport
City Weapons factory
When brother slays brother

Luggnum

Lightning
Legion base

Astral
Knights
base
2

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