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 Loyalist’s 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.

can become negative. a different approach to the Warhammer 40K rules is needed. and are rated in five categories from Abundant to non-existent. Resources To represent the scare resources and lack of structured supply chain and support arm. . 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. These characters represent those Space Marines who have taken it upon themselves to lead their Legion through these dark times. those who either cannot escape the planet or who have been assigned to the grim clean-up operation by their Primarchs and left behind. In order to claim victory. the players will also field a selection of individual Spaces Marines. 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. Strike Forces Heroes. The Campaign Score starts at zero. gaining in tactical acumen and battle scars as the fighting progresses. Each Strike Force is rated according to the availability of three resources to its members. In addition to these leaders and heroes. rather than full squads. As such. These are Ammunition. 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. players will also need to keep track of several other values as they progress through the ViV campaign. and. chosen from the Legiones Astartes/Solar Auxillia/Mechanicum army list to represent the scattered forces assembled by their heroes for each individual mission. The Hunters win if the campaign ends without this score being reached. Each player selects three character models that are used in each game. The two teams are Hunters (representing kill forces assigned to run down fleeing forces) and Survivors (the remnants of the defeated force). and are a permanent addition to the player’s forces for the campaign. due to game results. Armour and Personnel.

Supply Points have several uses in the ViV campaign. Supply points will need to be spent in order to maintain the level at which a Strike Force’s Resources currently stand – or they will fall to the next lowest level. 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. a Hero will add Action points to the pool whenever the Hero accomplishes a set feat as noted by his Role. Supply points gained by playing games will allow them to be raised to higher grades after each game. A Strike Force’s supply point pool begins the campaign at zero.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 Force’s grade in each will likely fluctuate wildly. 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 Force’s commander. . In addition.  They can be used to gain additional points when purchasing troops before a mission. Action points are spent during play to gain bonuses to a wide range of dice rolls and tests. and before each mission every Leader included in the Strike Force will add an additional +2 Action points to the pool. Supply Points A Strike Force’s pool of Supply points represents valuable battlefield salvage.  They can be used to buy additional Leaders for a Strike Force. When a Strike Force is created this pool begins at a level of 3. 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. management of these Resources will be a key part in the success of any Strike Force. representing the ability of the Hero who gathers its members together.  They are used to maintain or increase a Strike Force’s 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. Over the course of any ViV campaign.

Consequences of Failure and Battle Leader rules. simply select up to three non-unique models from the Legiones Astartes army list. . To do so. Personnel – Following the cataclysmic engagement at Arteral and with personnel being funnelled away to other vital warzones. The other two are designated as Leaders. Ammunition – This represents the stockpiles of bolt shells and power-packs. 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. as well as the tools required to maintain the weaponry available to the Legions. who gains the Lessons of War. All models not already assigned a Legion specific version of the Legiones Astartes special rule should be assigned one. Once you have selected up to three models. Creating a Strike Force Heroes and Leaders The first step in assembling a Strike Force is to select up to three models to lead. 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. gaining Tactical Insights and Battle Leader rules. These are subject to the rules within the Age of Darkness Allies matrix. In many cases this represents the difficulty in fielding this precious resource. both sides find themselves in dire need for trained warriors.Resources Explained Armour – This represents the supply of spare parts. or any supplementary list up to a total of 150 points. Note that it is perfectly acceptable to include models with several different versions of the Legiones Astartes rule. All models may take any wargear listed in their Legion or unit army list entry for the usual points cost. the Hero. designate one as the principal character.

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 Force’s starting Supply points total. . they will return in later games bearing the scars of their injuries. In addition to selecting a Hero’s wargear. 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. the Hero’s trusted lieutenants – however once killed they are removed from the campaign forever and must be replaced by other fighters. 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. 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 player’s 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.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. Leaders are also important members of a Strike Force.

In play. are gone for good. When spending points on troops for strike forces. 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. 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. do not need to be attached to a given squad and may transport any friendly unit during play. In addition. Vehicles and Walkers may be chosen however none may have an armour value greater than 12 on any facing. Unlike Leaders and Heroes. or at the end of any given mission.Rank and File Before playing any missions.) 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. troops do not gain in experience or equipment over the course of the campaign. . In all cases. 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. an army list should be compiled as dictated by their Personnel Resource on other models to complete a Strike Force. sergeants who are bought as Leaders cost 10 points on top of the base cost of a model as described above. Dedicated Transports may be taken as individual units. when selecting troops complete units do not have to be chosen (indeed they can’t be as no models with the Character sub type can be taken. each model is treated as an individual unit although the option to form Ad-hoc units from these models will be covered later. These troops may be selected from any unit entry in the Legiones Astartes army list or any Legion’s supplementary list. with no restrictions on the number of Force Organisation choices made. and once removed as casualties. the cost used is the cost of an additional model to the unit rather than its based cost divided by the number of models.

Leaders or Troops such as command squad marines or Emperor’s Children Palatine Blades as an example. This may change depending on spending Supply Points before games are played. Ammunition and Personnel. 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. If a Strike Force pays the upkeep for a higher grade then that grade will increase by one for the next game. After each mission/game. If this cost cannot be met. but may never run. both sides start with all of their resources grades at Plentiful. the resource grade falls by one for each resource that has not been maintained. buy additional troops or purchase wargear for Heroes. turbo— boost or make sweeping advances Non-existent 0 6+ 200 As above and also may never Overwatch and suffer a -1 initiative penalty . 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. 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. At the beginning of the campaign. a strike force must pay the upkeep of each resource grade from their Supply Points. Supply points can be used to increase a single Resource grade. The pool will usually start at zero but may be higher if players have any points left over after selecting their Heroes.Some models have the “Chosen” special rule thereby allowing them to be selected as any of Heroes. discarding the highest Scarce 1 5+ 250 As above.

The Eye of the Storm Morale Leadership based tests occur differently from the standard ruleset. 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. it may never contain more than 10 models and follows all rules for units in the 40K BRB. 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. only models of the same type may be included. Ad-hoc units may be formed from these individual models with the following rules. 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. 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. independent unit whether they are Heroes. a player may declare that several models are going to form an ad-hoc unit. During deployment. Rules conferred by armour such as Relentless are unaffected. 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. An ad-hoc unit may only contain units that have the same unit type – so for example infantry. Leaders. 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 . Troops or vehicles. Tactical Strike Rules All models in a Strike Force are considered to be a single. 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. A unit may not split and merge in this way in the same turn. In addition. unsaved or not. 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.

roll a D6. 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. Challenges may not be issued nor accepted regardless of any Legiones Astartes rules stating this must occur. it may fire Overwatch as normal. the Moral Support.morale check to be taken by the unit. 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. Counter Attack may not be used in the same turn as Reaction Fire. Heavy weapons can be used if the model wielding them has the Relentless special rule otherwise it may make an Overwatch attack as normal. the charge automatically fails as well. Blast and Template weapons follow the normal rules for Overwatch in this instance. 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. Up Close and Personal During close combat. Wounds may only be allocated to models in base contact – they may never overflow to models outside of base contact during that initiative step. assault and rapid fire weapons may make this attack. In this case for every power with a Warp Charge of 1. falling back or pinned. Glorious Intervention and Look Out Sir rules may never be used during combat. Any unit with the brotherhood of psykers/sorcerers special rule may only activate their power if a Hero or Leader has joined the unit. A pinned unit will stay in place whilst a unit that falls back will do so in the normal manner. a model is only considered in combat when in base contact with an enemy during its initiative step. Reaction Fire Reaction fire may be made instead of normal Overwatch shooting providing the unit is not engaged in close combat. If it is failed. Only pistol. In addition. In addition. If a 1 is scored the Hero/Leader . 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. A reaction fire attack has the potential to cause morale checks as in the instance noted previously – if this morale check is failed.

This includes to hit.suffers a Perils of the Warp Attack and all subsequent leadership checks are to be assumed to have failed. Action points are accrued and spent during games and DO carry over between missions. Eternal Warrior. add a further -1 modifier to the roll. 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. the unit must pass an ammo test or be affected by the Out of Ammo special rule. . Fearless or Fleet. Note that only 1 increase per characteristic may ever be applied for the duration of the campaign. They may benefit from grenades but may not make a shooting attack with them. 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. For every additional Warp Charge used. 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 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. 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. 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 player’s next shooting phase. 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. Out of Ammo If a unit makes a shooting attack and results in at least one 1. 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. wound and saving throws however in these cases 1 Action Point must be spent for each dice a player wishes to re-roll.

jump or thrust and suffers a -1 penalty to charge and difficult terrain rolls. 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”. either through being killed outright. it now applies to all units within 6” further applications increase the range by 6” each. If the model already has this rule. 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. 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. 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. 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 . the controlling player may either randomly select or choose one entry from the redemption and atonement table.Consequences of Failure A model that has the Consequences of Failure special rule that is removed as a casualty during a mission. In addition. 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. 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 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. If a model already has this rule. D6 Consequence 1 Shaken – This model must roll an additional D6 for all Leadership based tests and discard the lowest. 2 Marked – All enemy heroes gain preferred enemy against this model. A model that already has this rule must re-roll all successful to hit rolls in shooting. if a model suffers a consequence of failure. This cannot be taken by a model with Fearless nor can he join a unit with that rule. may not run.

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 .

No special characters may be taken in a strike force at this time. 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. Deployment Both players roll off and the winner decides which of the deployment zones to take and then deploys first.Playing a Tactical Strike Mission Roll off or agree with your opponent which mission map to use. Note – since the update to the LA:CAL. To maintain the relatively balanced nature of the strike forces at the outset. terminators. skimmers. 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. Furthermore. jetbikes and a Master of Signals orbital bombardment. Then both players should either randomly or choose the objectives they will contest during the game. 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. This should be done in secret if choosing and written down. 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. 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). This will be subject to review as the campaign progresses. Select a Strike Force Compose a list using the rules listed previously in the pack. If a time limit is chosen. all Strike Forces must select 50% of their models (models not points) from the troops section of the relevant army list. jump infantry. the current game turn must end. the clock begins at the beginning of the First Turn and upon its expiry. Any . In addition. 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. If being determined randomly an independent witness should watch the rolls.

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. 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. Mission Special Rules Tactical Reserves When rolling for reserves. 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. 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. Objectives . The model may accrue further action points or victory points for the Survivors if it is repeatedly removed from play in this way. roll for each model separately. 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. 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.

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. 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. 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. . 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 is awarded 2 Supply Points for every enemy model removed as a casualty during 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 each player assigned this objectives is awarded 20 Supply points for each Hero removed from play and 10 Supply Points for each Leader. At the end of the game the player assigned this objective is awarded 2 Supply Points per model removed during the game. Ad-hoc units count as both scoring and denial units. At the end of the game.

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 they’re in in terms of paint.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. 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. .