when brother slays brother
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When brother slays brother
By Antti Karjalainen
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1. Contents2. Pretext ................................ ................................ ................................ ................................ ................. 3
2.1 What you will need................................ ................................ ................................ ............................. 5
3. Prologue................................ ................................ ................................ ................................ ............... 6
4. Mission 1: Search and destroy ................................ ................................ ................................ .............. 6
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.PretextThis 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).
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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 pull it off, all the better. No parts ofthese 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 bithard 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:
y 2 Players with Space Marine armies. (Can be altered for use with Eldar etc.)y Warhammer 40.000 Rulebook (5th Edition was used when making this campaign)y Space Marines Codex (5th Edition, chapter specific codices could work as well)y A third army to represent Luggnum's population. (I.G. was used)y A hexagonal map and strategic asset indicators (Included at the end of the book)y 1 D20 and enough D6 dice to shake a stick aty Models of defensive platforms. (can of course be proxied)y Space Crusade board game (Used only in the prologue mission)y Warhammer 40.000 Battle Missions (Not mandatory, but recommended)
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3.Prologue5470183M41. 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 CaptainArdatar, 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'salien 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 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
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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 destroyAs 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 assaultcraft 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 changethe 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 artifactof 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
i A t f th i i i d t L h d l ll
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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"
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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 wouldprove 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 aninquisitor. 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,
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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. Theartifact 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 thelast thing the traitorous Lightning Legion experiences.
8.Fury versus determinationThis 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 r e c ap and SAIHere is t
e strategic ma It shows
the pla et of Luggnum sprea
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 yourprimarytool when hunting down corruptforces, or searchingfor an alien artifactwhile
pushing back the ignorant arrivals and ultimately reaching planetary domination. In
addition to the map, youwill need strategic asset indicators ( AI). Ifyou are playingthe
original version of the campaign, all the SAIare already included in the game map. If
you on the other hand are playing your own version ofthe campaign, movable SAIare
to be placed into sectors ofthe map. Where these are placedwill be up to the players todecide. The movable SAI can be found atthe end ofthe book.
9. Se ng up the arm e
Once the players have arranged the map, theyare further required to make a2,000 point
army listfollowingthe normal Force Organization Chart(FOC). Thiswill representthe
firstwave offorces 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.
0. Turn hases The game is played in turns, with the Lightning Legion player (LL player) getting the
firstturn. This represents the advantage ofhavingforces 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. Mo ement haseWhen 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 ofunits. However, unless moving byair, the player must be able to drawa
line from their spaceportto the sector they plan to move into. This shows thatthey have
aworking supply route from their base to their soldiers. This means that ifa part ofa
player's sectors are cut offfrom his spaceports, the player cannot make an attackby land
to the sectors adjacent to his cut offsectors. This creates the tactic of jumping behindthe frontlines in order to cut supply lines. The benefit for doing this is to limit the
opponentthe possible sectors they can expand to. Movement oftroops can be done in
twoways:
y By land: To a sector adjacentto onewhich is already in control ofthe player.y By air: Troops can be transported to any sector, but this method has several
disadvantages. This mode ofmovement 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 awater mass, harsh climate or the reason simply has no
strategic benefitand is ofno use. As a simple rule, ifthe
area does not have a hex sector, it cannot be moved
through.
Ifthe player moves his armyagainstthe opponent's army, then the lastthing to in the
movement phase is to decide the size ofthe upcoming WH40kbattle. This is decided by
rolling1d20 x 100points. Whatthis gives is a number between 100and 2,000p. This is
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12.
Restructuring PhaseOnce 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:
y The new list must have a maximum of no more than the allowed amount ofpoints 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.
y Only 1 FOC slot choice from the army list can be changed per turn. Thisrepresents a slow adaptation of the ground forces to their environment andfought 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.
y The FOC must be followed. This can be slightly changed by a SAI a player hasgained.
y Unless explicitly agreed on by the players, only units from within one codex canbe 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:
y Keep track of how many tanks/monstrous creatures a player's army has lost inthe last mission. The player can only recover 1 tank/monstrous creature perrestructuring 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 missing2 Rhinos. Keep in mind that if the amount ofallowed 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.
y The recovering of tanks/monstrous creatures is tied to the amount of spaceportsthe 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, theplayer must have the sector containing it in his control. Here are the different SAI and
their rules:
y Spaceport: These facilities allow the player to bring 1 tank/monstrous creature
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y City: Taking over a Luggnumian city gives the player the possibility to recruit anyNative 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 andmaximum 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.
y Weapons factory: With a weapons factory in the hands of the player, he now canconstruct 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:
Type: Immobile
Weapons: Twin-linked heavy bolters.
Options: A Gun Turret can swap the heavy bolters into one of the following:
T i li k d f 10 i
Defensive Gun Turret
Points Front Armor Side Armor Rear Armor BS
Gun Turret 50 10 10 10 3
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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
of12" 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 thefence 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 PhaseAfter 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 theNatives or the opposing player. This phase is also affected by whether the 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
Defensive FencePoints Front Armor Side Armor Rear Armor BS
Fence pylon2
513
13
13
-Power Generator 10 10 10 10 -
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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:
y If the player moved into the sector by land, he adds +1 to his result. This bonuscomes from the ability to bring armored vehicles and the all-round better fighting
capabilities of the space marines compared to the Native army.
y If the player moved into the sector by air, he subtracts -1 from his result. Thispenalty 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 heavilyand thus the space marines are at a slight initial disadvantage.
y 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 subtracts1
and is tied with the Natives. They re-roll. This time bothplayers 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 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
hi li b h i l d li hil h i
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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:
y This battle will be fought on a WH40k table. The amount of allowed points oneach side have been chosen at the end of the movement phase.
y The scenario can be chosen or randomly selected from the WH40k Rulebook orthe 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.
y The terrain in the scenario should attempt to replicate the terrain showed by thestrategic 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 clifffaces if at all possible. City sectors should be filled with buildings and narrow
streets etc.
14. Maps, SAI and summaryOn 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.
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. Mo ement hase 2. Restructur
ng hase 3. Battle hase
y Movement by landcan only be done tosectors next to the
player's own sectors,
which are connected
to his spaceport.
y Movement byair canbe done to anylocation on the map
except spaceports.
Moving by air
restricts the player's
selectable units to
onlythosewhich candeep strike.
y If moving intoanother player's
sector, select the
army points by
rolling1D20 x 100.
y Per spaceport, only1tank MC can berepaired per turn.
y One FOC slotchoice can be
changed per turn.
y Changes must staywithin FOC rulesand the maximum
points allowed.
y Spaceports give +1tank repair/turn and
+1 Fast AttackFOC
slot.
y Cities give thechance to recruit
Native units and +1
Elite FOC slot.
y Weapons factoriesgive 1D3 x 50 points
worth of defensive
platforms and +1
Heavy Weapons
FOC slot.
y Against Natives onregular terrain, bothplayers roll dice and
the bigger result
wins. Attacker gets
+1 for moving by
land, or -1 for
moving byair.y Against Natives on
SAI sectors, use the
WH40k board. The
opposing player will
playas the Natives.
y Battles betweenplayers are played on
a WH40ktable.
Defensive Gun TurretPoints Front Armor Side Armor Rear Armor BS
Gun Turret 50 10 10 10 3
Defensive ence
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When o he sl s o he
Luggnum
Ligh
ning
Legion
se
s
l
nigh
sse
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