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Victory is Vengeance

The skies of Arteral burn, the fury of a dozen Legions rendering the air to fire and its stones to glass,
as the last bolt shells are fired in anger it is the cry Imperia Victor that rises above the screaming and
defiance. Gulliman stands, his arms aloft in triumph. Russ casts his head heavenward and howls his
primacy across the massed ranks of Astartes. The Lion silently brings his blade to his face, silently
saluting the victorious and dead alike. Fulgrim, Curze and Alpharius abandon the field, already
weighing the cost of reporting such failure to the Warmaster. Their forces falling back in good order
from the front lines, the coming days would see the Loyalists hunters loosed to run their traitorous
cousins to ground whilst the Lords of the I, VI and XIII Legions left to the wider war. It would see a
new wave of blood and spite shed on an already scorched world. As both victorious and defeated
were to find out, the beast of war is never sated and its savagery would soon reap a fresh toll on
those still standing in the ashes of Arteral. For the survivors now cast adrift to an uncertain fate,
simply escaping is no longer an option. Now they must fight to their last breath for victory and
vengeance both.

The Victory is Vengeance campaign is a series of games played up to a pre-set date, with the two
sides attempting to either increase or decrease the total Campaign Points in order to win. As
Campaign Points are gained or lost, certain missions will become available, allowing one side or the
other to consolidate an advantage or stage a comeback from near certain defeat, as well as chart the
story of the fighting in the aftermath of a massive engagement.

The campaign is won or lost under two circumstances; if one team reach a set Campaign Score then
they claim victory immediately, ending the campaign. However if the campaign reaches its end date
without the Campaign Score having been reached then the other team are victorious.

Campaign Intervals

The Campaign Interval is the period where games take place before alterations to the campaign
score are recalculated. This can be anything from a week or two to months at a time. When a new
Interval begins, points available, resources and relics will change based on the previous results.
Winning the Campaign

Points are accumulated based on the results of games that take place during an Interval although
some types of missions reward some more than others.

The Campaign Score starts at zero, and, due to game results, can become negative. In order to claim
victory, the Campaign Score must be raised to a value equal to or greater than the total number of
players multiplied by three for the Survivors to triumph. The two teams are Hunters (representing
kill forces assigned to run down fleeing forces) and Survivors (the remnants of the defeated force).
The Hunters win if the campaign ends without this score being reached.

Strike Forces

Heroes, Leaders and Troops

The focus of the campaign is on the commando-style raids, head-hunter missions and precise strikes
against key enemy targets made by units assembled from those Space Marines who have survived
the previous engagement; those who either cannot escape the planet or who have been assigned to
the grim clean-up operation by their Primarchs and left behind. As such, a different approach to the
Warhammer 40K rules is needed. Each player selects three character models that are used in each
game. These characters represent those Space Marines who have taken it upon themselves to lead
their Legion through these dark times, and are a permanent addition to the players forces for the
campaign, gaining in tactical acumen and battle scars as the fighting progresses. In addition to these
leaders and heroes, the players will also field a selection of individual Spaces Marines, rather than
full squads, chosen from the Legiones Astartes/Solar Auxillia/Mechanicum army list to represent the
scattered forces assembled by their heroes for each individual mission.

Resources

To represent the scare resources and lack of structured supply chain and support arm, players will
also need to keep track of several other values as they progress through the ViV campaign. Each
Strike Force is rated according to the availability of three resources to its members. These are
Ammunition, Armour and Personnel, and are rated in five categories from Abundant to non-existent.
Each category in each Resource offers either a penalty or a benefit to a Strike Force and over the
course of the campaign a Strike Forces grade in each will likely fluctuate wildly. Supply points gained
by playing games will allow them to be raised to higher grades after each game. Supply points will
need to be spent in order to maintain the level at which a Strike Forces Resources currently stand
or they will fall to the next lowest level. Over the course of any ViV campaign, management of these
Resources will be a key part in the success of any Strike Force.

Supply Points

A Strike Forces pool of Supply points represents valuable battlefield salvage, hard-won intelligence
on enemy movements and hidden supply caches as well as contacts with other divisions of friendly
troops engaged in their own battles. A Strike Forces supply point pool begins the campaign at zero.
Supply Points have several uses in the ViV campaign.

They are used to maintain or increase a Strike Forces grade in a given Resource
They can be used to purchase new wargear in-between games for Heroes and Leaders using
the unit profile they were originally bought from.
They can be used to buy additional Leaders for a Strike Force, purchasing them in exactly the
same fashion as when creating a Strike Force but paid for using a number of Supply points
equal to their points cost.
They can be used to gain additional points when purchasing troops before a mission. In this
case any number of Supply points can be discarded to buy troops of an equal value for one
mission only

The Action Point Pool

This represents the combined tactical acumen and accumulated intelligence on enemy tactics and
strategies of the Strike Forces commander. When a Strike Force is created this pool begins at a level
of 3, representing the ability of the Hero who gathers its members together, and before each
mission every Leader included in the Strike Force will add an additional +2 Action points to the pool.
In addition, a Hero will add Action points to the pool whenever the Hero accomplishes a set feat as
noted by his Role. Action points are spent during play to gain bonuses to a wide range of dice rolls
and tests.
Resources Explained

Armour This represents the supply of spare parts, maintenance equipment and available power for
recharging the complex systems of a suit of power armour as well as the specialist knowledge
required to undertake repairs of such items.

Ammunition This represents the stockpiles of bolt shells and power-packs, as well as the tools
required to maintain the weaponry available to the Legions.

Personnel Following the cataclysmic engagement at Arteral and with personnel being funnelled
away to other vital warzones, both sides find themselves in dire need for trained warriors. In many
cases this represents the difficulty in fielding this precious resource.

Creating a Strike Force

Heroes and Leaders

The first step in assembling a Strike Force is to select up to three models to lead. To do so, simply
select up to three non-unique models from the Legiones Astartes army list, or any supplementary list
up to a total of 150 points.

A model selected to lead the Strike Force must have the Character type and may include unit
Sergeants and models with the independent character special rule. Once you have selected up to
three models, designate one as the principal character, the Hero, who gains the Lessons of War,
Consequences of Failure and Battle Leader rules. The other two are designated as Leaders, gaining
Tactical Insights and Battle Leader rules.

All models may take any wargear listed in their Legion or unit army list entry for the usual points
cost. All models not already assigned a Legion specific version of the Legiones Astartes special rule
should be assigned one. Note that it is perfectly acceptable to include models with several different
versions of the Legiones Astartes rule. These are subject to the rules within the Age of Darkness
Allies matrix.
Heroes are a permanent addition to your Strike Force and will accumulate experience and skill (in
the form of Action Points) as the campaign progresses and when removed as casualties during a
game, they will return in later games bearing the scars of their injuries. Leaders are also important
members of a Strike Force, the Heros trusted lieutenants however once killed they are removed
from the campaign forever and must be replaced by other fighters. All Heroes and Leaders MUST be
named prior to the campaign beginning.

If they are any points left over after the Hero and Leaders have been selected then divide the total
number of leftover points by two (rounding down) and add this to the Strike Forces starting Supply
points total. In addition to selecting a Heros wargear, he should be assigned a single role from the
Strike Force Hero Roles table.

Hero Roles

Role Goals
Paragon Gain 1 Action Point at the end of each of the
controlling players movement phases for each
friendly unit which craw line of sight to the Hero
and in which all the models are further from the
enemy than the Hero (including his own unit so
long as he is the closes model in the unit to the
enemy
Slayer Gain 1 Action Point for each enemy model
removed as a casualty due to any attack made by
this Hero (including Sweeping Advances)
Strategist Gain 2 Action Points whenever this hero or
another friendly model that uses his LD value to
pass a morale or pinning check within 6 of him
(see Battle Leader)
Marksman Gain 1 Action Point for each successful To Hit roll
made for a shooting attack
Martyr Gain 1 Action Point for each hit inflicted on this
Hero. If he is removed as a casualty gain 3 Action
points
Duellist Gain 1 Action Point for each wound inflicted by
the Hero when fighting

Each role describes how a Hero acquires Action points during play. These Action points can be spent
on Heroes and Leaders during a game in order to gain bonuses to rolls or to re-roll failed rolls and
after a game to improve attributes.
Rank and File

Before playing any missions, an army list should be compiled as dictated by their Personnel Resource
on other models to complete a Strike Force. This represents the warriors that the Strike Forces
leaders have brought together in order to accomplish their current objective and may well vary
during missions. Unlike Leaders and Heroes, troops do not gain in experience or equipment over the
course of the campaign, and once removed as casualties, or at the end of any given mission, are
gone for good.

These troops may be selected from any unit entry in the Legiones Astartes army list or any Legions
supplementary list, with no restrictions on the number of Force Organisation choices made. Vehicles
and Walkers may be chosen however none may have an armour value greater than 12 on any facing.

In addition, when selecting troops complete units do not have to be chosen (indeed they cant be as
no models with the Character sub type can be taken.) Restrictions that apply to options that may
only be taken by a unit with a certain number of models are NOT lifted for example a Terminator
Squad may only select a heavy weapon if 5 models are chosen.

Dedicated Transports may be taken as individual units, do not need to be attached to a given squad
and may transport any friendly unit during play.

In play, each model is treated as an individual unit although the option to form Ad-hoc units from
these models will be covered later.

Supply points can be used to purchase additional troops at a ratio of 1 Supply Point to 1 point
these extra troops are available for one game and then lost afterwards.

When spending points on troops for strike forces, the cost used is the cost of an additional model to
the unit rather than its based cost divided by the number of models. If a unit has no option to
increase its size then the base cost of the unit divided by the number of models it contains is used to
calculate the individual points cost. In all cases, sergeants who are bought as Leaders cost 10 points
on top of the base cost of a model as described above.
Some models have the Chosen special rule thereby allowing them to be selected as any of Heroes,
Leaders or Troops such as command squad marines or Emperors Children Palatine Blades as an
example.

Supply and Resources

Players will need to keep a running record of Supply Points they have accrued and spent as well as
the Resource grade in all three categories of Armour, Ammunition and Personnel. The pool will
usually start at zero but may be higher if players have any points left over after selecting their
Heroes. Supply points can be used to increase a single Resource grade, buy additional troops or
purchase wargear for Heroes.

At the beginning of the campaign, both sides start with all of their resources grades at Plentiful. This
may change depending on spending Supply Points before games are played. After each
mission/game, a strike force must pay the upkeep of each resource grade from their Supply Points. If
this cost cannot be met, the resource grade falls by one for each resource that has not been
maintained. If a Strike Force pays the upkeep for a higher grade then that grade will increase by one
for the next game.

Resource Grade Table

Grade Upkeep (SP) Ammo Roll Personnel (Pts) Armour


Abundant 15 2+ 350 All models in the
strike force may re-
roll any dice for
difficult terrain,
initiative or charge
rolls
Plentiful 10 3+ 300 No effect
Lacking 5 4+ 275 Models roll and extra
dice for difficult
terrain and charge
distances, discarding
the highest
Scarce 1 5+ 250 As above, but may
never run, turbo
boost or make
sweeping advances
Non-existent 0 6+ 200 As above and also
may never Overwatch
and suffer a -1
initiative penalty
Tactical Strike Rules

All models in a Strike Force are considered to be a single, independent unit whether they are Heroes,
Leaders, Troops or vehicles. During deployment, a player may declare that several models are going
to form an ad-hoc unit. Ad-hoc units may be formed from these individual models with the following
rules; only models of the same type may be included, it may never contain more than 10 models and
follows all rules for units in the 40K BRB. Models may never leave the unit unless a model that is a
Hero or Leader choses to leave as per the Independent Character leaving unit special rules. When
this occurs the player may declare that the unit is splitting apart and all models are treated as an
independent character leaving a unit. In addition, a model with the Hero or Leader special rule may
merge their unit with other models to form a larger unit providing the size never exceeds 10 models.
A unit may not split and merge in this way in the same turn. An ad-hoc unit may only contain units
that have the same unit type so for example infantry, jump infantry and infantry with additional
rules such as Bulky may join the same unit. However any bonuses conferred by the unit type are lost
such as jump infantry not being able to re-roll dice on the charge. Rules conferred by armour such
as Relentless are unaffected.

Artillery or other static models may be chosen however they must always begin the game in
reserve this is to represent the volatile firefights that permeate such warfare and the difficulty in
getting weapons platforms into position quickly during such engagements.

The Eye of the Storm

Morale

Leadership based tests occur differently from the standard ruleset. They take place for the following
only:

Pinning tests occur at the end of a shooting phase where any model using a weapon with the pinning
special rule has scored a HIT or any other weapon that scores a wound, unsaved or not. A -1
modifier is applied to the leadership test for each additional enemy model/unit that has scored one
of the above on the same model.

Morale Checks occur at the end of the shooting phase where an enemy unit has inflicted UNSAVED
wounds on a unit with a -1 modifier applied to leadership for each additional unit that would cause a
morale check to be taken by the unit. A check is also taken at the end of the combat phase as per
normal with a modifier applied based on the difference in combat resolution scores.

Reaction Fire

Reaction fire may be made instead of normal Overwatch shooting providing the unit is not engaged
in close combat, falling back or pinned. Only pistol, assault and rapid fire weapons may make this
attack. Heavy weapons can be used if the model wielding them has the Relentless special rule
otherwise it may make an Overwatch attack as normal. Blast and Template weapons follow the
normal rules for Overwatch in this instance. A reaction fire attack has the potential to cause morale
checks as in the instance noted previously if this morale check is failed, the charge automatically
fails as well. A pinned unit will stay in place whilst a unit that falls back will do so in the normal
manner.

A reaction fire attack is based on a majority imitative test for a single unit on a single D6 if the test
is successful the unit may fire with its full ballistic skill. If it is failed, it may fire Overwatch as normal.
A single reaction fire attempt can be made per game turn and it must target the first unit to
successfully declare a charge that turn. Counter Attack may not be used in the same turn as Reaction
Fire.

Up Close and Personal

During close combat, Challenges may not be issued nor accepted regardless of any Legiones Astartes
rules stating this must occur. In addition, the Moral Support, Glorious Intervention and Look Out Sir
rules may never be used during combat. In addition, a model is only considered in combat when in
base contact with an enemy during its initiative step. Wounds may only be allocated to models in
base contact they may never overflow to models outside of base contact during that initiative step.
Any consolidation moves are limited to D3 rather than D6

Broken Edicts

Only Heroes and Leaders may make use of the psychic special rule and must spend action points
rather than Warp Charges to harness their powers. Any unit with the brotherhood of
psykers/sorcerers special rule may only activate their power if a Hero or Leader has joined the unit.
In this case for every power with a Warp Charge of 1, roll a D6. If a 1 is scored the Hero/Leader
suffers a Perils of the Warp Attack and all subsequent leadership checks are to be assumed to have
failed. For every additional Warp Charge used, add a further -1 modifier to the roll.

Out of Ammo

If a unit makes a shooting attack and results in at least one 1, the unit must pass an ammo test or be
affected by the Out of Ammo special rule. The unit only tests once regardless of how many 1s are
rolled and a roll is made against the resource level as displayed on the Resource Chart previously. A
unit that is Out of Ammo may only fire snap shots and may not make reaction fire attacks until the
end of the controlling players next shooting phase. They may benefit from grenades but may not
make a shooting attack with them. Vehicles are affected in the same way as infantry however any
One Use weapons they possess may be used as norma

Lessons of War

A model with this special rule may use Action Points as described previously with Hero Roles. Action
points are accrued and spent during games and DO carry over between missions.

A Hero, Leader or any ad-hoc unit that contains a model with either of those rules may spend 1
Action Point to re-roll the dice of any test they are required to take. This includes to hit, wound and
saving throws however in these cases 1 Action Point must be spent for each dice a player wishes to
re-roll. Any modifiers applied to the previous roll still apply however a re-roll may only be attempted
once regardless of any special rules or wargear. For example a unit that has the Preferred Enemy
special rule may re-roll ones to hit and wound. However if the result is still a fail then Action Points
may NOT be spent to provide a further re-roll.

A model with the Hero or Leader special rule may spend 1 Action Point to gain one of the following
special rules for the remained of the current player turn: Adamantium Will, Eternal Warrior, Fearless
or Fleet.

After any mission whereby a Hero has NOT been removed as a casualty may spend 10 Action Points
to increase its WS/BS/S/T/I/W by +1 or to remove any Consequences of Failure rule. Note that only 1
increase per characteristic may ever be applied for the duration of the campaign.
Consequences of Failure

A model that has the Consequences of Failure special rule that is removed as a casualty during a
mission, either through being killed outright, falling back off the table or being otherwise off the
board at the end of a game must either roll or the controlling player may choose which of the rules
in the table below will apply to the model going forwards.

D6 Consequence
1 Shaken This model must roll an additional D6 for all
Leadership based tests and discard the lowest. If the model
already has this rule, it now applies to all units within 6
further applications increase the range by 6 each.
2 Marked All enemy heroes gain preferred enemy against
this model. If the model already has this rule enemy heroes
also gain hatred
3 Bloodied A model with this rule and any unit he joins may
only move 4 in the movement phase, may not run, jump or
thrust and suffers a -1 penalty to charge and difficult terrain
rolls. If a model already has this rule, he counts all open
terrain as difficult and difficult terrain as dangerous
4 Dishonoured a model with this consequence may not join
a friendly unit or charge into any combat they are a part of.
If the model already has this rule then friendly units within
6 may not use his leadership for any tests
5 Maimed A model with this rule must re-roll one successful
hit per combat round. A second application means he must
re-roll all successful hits in combat
6 Blinded A model with this rule must re-roll any to hit rolls
in the shooting phase at a range greater than 12. A model
that already has this rule must re-roll all successful to hit
rolls in shooting.

In addition, if a model suffers a consequence of failure, the controlling player may either randomly
select or choose one entry from the redemption and atonement table. This counts as a bonus
objective for the next mission the Hero participates in if the objective is met then the Hero may
remove the most recently acquired Consequence of Failure.

D6 Redemption & Atonement


1 Return to Glory The Hero must end the game in the
enemy deployment zone and must spend no more than 1
turn in his own deployment zone or reserve
2 Martial Dominance The Hero must remove more models
in combat than any other hero (friend or foe)
3 Unfaltering Resolve The Hero must pass more morale
tests than any other Hero during the game. This cannot be
taken by a model with Fearless nor can he join a unit with
that rule.
4 Unfailing Skill The hero must remove more models with
shooting attacks than any other Hero during the game
5 Bloody Revenge The Hero must remove any enemy Hero
who was present during the game where he earned the
latest consequence of failure
6 Act of Faith The Hero must win the following game and
score half again as many Victory Points as the enemy
Missions

The below photo displays the 4 types of deployment used during the ViV Campaign (I tried doing
them in paint but it was **** so pic it is) the tables below will show how to randomly select each
and also the objectives for that mission.

Deployment layout Standard Objective

D6 Result D6 Result
1 Encirclement 1 Headhunters
2-3 Engagement 2-3 Murder Raid
4-5 Stand Off 4-5 Supply Raid
6 Strike 6 Hounds & Hunters
Playing a Tactical Strike Mission

Roll off or agree with your opponent which mission map to use. Then both players should either
randomly or choose the objectives they will contest during the game. This should be done in secret if
choosing and written down. If being determined randomly an independent witness should watch the
rolls.

Select a Strike Force

Compose a list using the rules listed previously in the pack. Note since the update to the LA:CAL,
several elite/FA/HS units have been buffed considerably for their points cost and have moved
beyond optimal into mandatory choices when combined with certain Legiones Astartes special rules.
To maintain the relatively balanced nature of the strike forces at the outset, all Strike Forces must
select 50% of their models (models not points) from the troops section of the relevant army list. This
will be subject to review as the campaign progresses. In addition, no Rites of War may be taken (this
represents a broken force thrown together rather than the full martial power of a Legion) and no
units may alter the Force Organisation slot they originate from. Furthermore, no units that must
enter play by Deep Strike may be chosen other than flying vehicles all assets for both sides are
dirtside on the planet and no orbital support of any kind is being supplied. This applies to drop pods
(all kinds), jump infantry, terminators, skimmers, jetbikes and a Master of Signals orbital
bombardment. No special characters may be taken in a strike force at this time.

Deployment

Both players roll off and the winner decides which of the deployment zones to take and then
deploys first. Any number of models may be left in reserve. The player who set up first takes the first
turn unless the other player spends 1 Action Point to attempt to Seize the Initiative this roll may
never be modified by any special rule or wargear.

Completing a game

Both players have the discretion on game duration they may agree to a set number of turns 4+ or
may agree to impose a time limit of between 30-45 minutes. If a time limit is chosen, the clock
begins at the beginning of the First Turn and upon its expiry; the current game turn must end. If any
attempt is made to slow play to take advantage of a time limit game the offending player will
immediately be disqualified and the result will be declared a Wiped Out to the other player. Any
example of this would be only completing 2 Game Turns in 45 minutes with each side only fielding
250 points in models. However this is not a definitive guide and organiser discretion will be final as
to any decision.

Mission Special Rules

Tactical Reserves

When rolling for reserves, roll for each model separately. Models may not form Ad-hoc Units when
entering play from reserve but may do so at the end of the movement phase they enter play by
finishing their move within 2 coherency of other models.

Models may form an ad-hoc unit if they enter play in a dedicated transport if that vehicle also enters
play on the same turn (the roll must be made separately) and all the rules governing ad-hoc units
must be maintained. If there are more models than the transport capacity of the vehicle they may
form a separate ad-hoc unit in the normal manner when entering play.

Among the Horde

Any Hunters model that is removed from play during a mission that has this special rule is
immediately placed in reserve and may enter play the following turn. The model may accrue further
action points or victory points for the Survivors if it is repeatedly removed from play in this way.

Overwhelming Force

The Hunters player may double the number of points they have available to select the troops for
their Strike Force from in a game using this special rule.

Objectives
Supply Raid

Players alternate placing D3+1 objective markers on the table that are at least 12 away from each
other and at least 3 from any table edge. Players assigned this objective score 3 Victory Points for
each objective marker they hold at the end of the game following the normal rules for holding
objectives. Ad-hoc units count as both scoring and denial units.

At the end of the game, the player assigned this objective scores D3x10 Supply points per each
objective under their control

Murder Raid

A player assigned this objective score 1 Victory Point for every enemy model removed from the
table. At the end of the game the player assigned this objective is awarded 2 Supply Points per
model removed during the game.

Hounds and Hunters

A Survivors player assigned this objective scores 1 Victory Point for each friendly model that is in the
opponents deployment zone at the end of the game and is not fleeing. A Hunters player assigned
this objective scores 1 Victory Point for every Survivors model removed as a casualty during the
game. At the end of the game each player is awarded 2 Supply Points for every enemy model
removed as a casualty during the game.

Headhunters

A player assigned this objective score 5 Victory Points for every enemy Hero removed as a casualty
during the game and 3 Victory Points for each enemy Leader. At the end of the game each player
assigned this objectives is awarded 20 Supply points for each Hero removed from play and 10 Supply
Points for each Leader.
Wiped Out

If at any time a Strike Force has no models on the table for whatever reason the game immediately
ends and the relevant awards and consequences are made as normal.

A note on models in the Strike Force

During the first phase of the campaign I have zero issues with proxy of models or whatever state
theyre in in terms of paint. As the campaign progresses however some effort should be made to
ensure that models are being painted and any wargear used by the model is represented as
accurately as possible.

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