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The Fate Of Dionysis A Kettil’s Keep Warhammer 40K Campaign

Fate of Dionysis Codex

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The Fate Of Dionysis

A Kettil’s Keep Warhammer 40K Campaign

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

Chaos Space Marines fight in the streets to defend their world

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The Fate of Dionysis

By Shane Will& Nate Markel

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2 The Fat e of Diony sis

CONTENTS

Rules and story for the campaign written by Shane Will and Nate MarkelWith added story and army background content provided by

Josh Check, Paul Anderson, Anthony Hanner, Seth Finkbiner, Russ Baker, Joe Burttram,

Greg Shafer, Jason Stoneroad, Colton Anderson, Andy Able,Clayton Headly, and Sam Cromwell

Introduction 3

The Planet Dionysis 5

The First War for Dionysis 6

Prelude to Carnage 8

The Second War Begins 10

The Chaos Forces on Planet 12The Word Bearers 13The Night Lords 14The Pyre 15

The Purge 16The Relictors 17

The Red Corsairs 18Dionysis Outbreak 19

Imperial Forces on Planet 20The Crimson Fists 21The Death Korps of Krieg 22Vorsehung Grenadiers 23The White Scars 27

The Raven Guard 28The Grey Knights 29The Marines Optimi 30

The Campaign Rules 34

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I n t r oduc t i on 3

A few years back I ran a campaign with the battle

tree from an issue of White Dwarf. The players in-

volved used different armies than were in the arti-

cle (which was the studio teams recreation of the

Badab War). Because of this I wanted to create a

planet of my own for our campaign, thus Dionysis

was born. The games were played and a victor

emerged, the forces of chaos had crushed the poor

defenders of the Imperium. That was 6 years ago.

What you hold in your hands is the story of that first

war, what’s been going on in the century since it

fell, and the beginning of the second war. Also you

will find the rules that Nate Markel and myself

came up with to run the games in an organized

manner, to help the story progress.

To me the universe of Warhammer 40,000 is what

has always brought me back for more. I love the

history and the models, and how everything goes

together to create a rich tapestry that is a joy to add

my own stories to.

Thank you to everyone that is involved in this cam-

paign, and everyone that has already contributed

to it as well. Let’s all have a good time, and tell a

great story that will bring glory and story to every-

one.

It is the grim darkness of the far future, and there

is only war.

Shane WillMarch, 2011

Introduction

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The Plan et Dion y sis 5

Dionysis-Prime Planetary Survey

Dionysis System: 9 Planets (I-IX), 2 Inhabitable

(Dionysis 4, Dithyrambos)

Size: .83T

Gravity: 1.01G

Satellites: 1 Moon (Gambrious)

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

Climate Classification: Temperate

Principal Exports: Grown Foodstuffs

Known History: See First War of Dionysis (ref.674-812-934-XX-VII-4332)

Dionysis-Prime

Summery: The planet of Dionysis-Prime is anAgriworld. They produce food to feed Imperial

Guard regiments who are on battle fields acrossthe entire Segmentum.

Colonized shortly after the Age of Strife, the peopleof Dionysis-Prime have never missed a tithe. Theplanet has stayed out of the attention of the Admin-

istratum for this fact.

When colonized, members of the Adeptus Astartesfrom the Dark Angels chapter requested to build afortress on the surface. They offered to provide

protection to its people with the Astartes left to pro-tect the fortress, as long as the people living onplanet would stay a certain distance away, and no

food stuffs would be produced within this distanceas well. The Planetary Governor and Administra-tum agreed, and the Dark Angels built theirfortress.

This was not a problem for the peoples of Diony-sis-Prime in the least. The location of the fortresswas in a region that would produce no grown foodanyway, and was to arid for the livestock raisedthere.

The Dark Angels never interacted with the peopleand any invitation by the Governor for audience ormeeting were ignored. In fact, it was 250 yearsafter the Dark Angels left and requested the Crim-son Fists guard the fortress before any human onplanet knew they were even gone. As after onesaid invitation, an Astartes did answer, and had to

explain they were not a Dark Angel, but a membeof the Crimson Fists who had been charged to pro-tect the fortress and the people of Dionysis.

It is unclear why the Dark Angels left Dionysis-Prime. They had been on planet from the 30th millenium until the 39th. They sent out a call tonearby Astartes and was answered by the CrimsonFists. Only they now know what secrets are held

within.

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Waiting in the cold darkenss of space, an evil watchedDionysis-Prime. They were waiting for the imperial

ships that were picking up the food stuff tithes to leavesystem. They were members of the Word Bearers le-gion of Chaos Space Marines. With them was a forcewith one thing on their mind. Invasion.

When night fell one week after the imperial ships leftsystem, they descended and brought carnage and fireto the quiet planet’s surface. Led by Zhyrehk TheHammer, the Word Bearers struck the Capital city. Hewas not alone, and members of the World Eaters le-gion descended to the planet as well, their Dread-claws pock marking the land around the Crimson Fistdefended fortress. The farmlands lighting up with las-gun flashes from cultists that dedicated to the Dark

Apostle Ealaak.

The Crimson Fists held out defending the fortress, thechaos forces not able to breach the walls, and sentout a distress call. Local PDF did not do as well.They were poorly trained, and had no actual combatexperience. Their corpses piled up quickly, the heads

taken by World Eaters, and their souls by the WordBearers.

The Crimson Fists were relieved when after only twodays they received an answer to their call. The Ultra-marines Battle Barge “His Divine Grace” was onlythree days away at full warp travel. A call was madeto the Governor’s palace was hailed with the goodnews, but it was not the Governor’s voice that an-swered, nor was it entirely human. The answer said

“Excellent, more corpses for the grinder.”

The three days seemed like months to the belea-guered Crimson Fists, but they held, and on that thirdday the sky lit up with flashes of what would appearto the untrained eye as meteors. But, these were nometeors. These lights were the atmosphere burningaround the Ultramarines Drop Pods.

The Ultramarines struck like a hammer on an anvil.

Quickly reenforceing the Crimson Fists whowent on the offensive at the sight. Also they hithe mountain regions to engage in close combatwith World Eaters, and the city gates. where

they poured through the streets, meeting in fire-fights with Word Bearers.

Along with the reenforcing Ultramarines, regi-ments of the Imperial Guard from Cadia landedon the surface. The ground rumbling beneaththe treads of their tanks.

Full war had broken out, and the planet of Dion-

6 The Fi r st War For Diony sis

The First War For Dionysis

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ysis would not be an easy prize for the HereticalSpace Marines of the Word Bearers Legion.

The combined forces of Crimson Fists, Ultra-marines and Cadian Regiments gained groundin the beginning. Pushing back the chaosforces, and even retaking the Governor’sPalace. It looked like the heroes of the Im-perium were going to win this one, then two

tragic battles took place.

The first was at the courtyard of the Governor’s

Palace. The Ultramarines who had taken itback and were holding it fell for a ruse by theWord Bearers. Zhyrehk had made it clear to theUltramarines that his forces were in disarrayand fiented a last ditch effort attack on the

Palace. This made the Ultramarines go on theoffensive again and meet the small force, be-lieving they were just cleansing a pocket of re-sistance. The Word Bearers then hit withreserves that overtook and annihilated the sonsof Guilliman. Zhyrehk had sent only enough of

his men to accomplish this task, and did not re-take the Palace, happy to have cleared it outand set the stage for his final assault.

The second battle took place not on the surfaceof Dionysis-Prime, but on it’s satellite moon ofGambrious. He made a deal with members ofthe Thousand Sons Legion (who up until this

point had not been a part of the battle). They beganto set up a staging post on the moon. The Ultramarines sent a large force there to stop this from hap-

pening. The battle saw the death of the members o

the 2nd Company that went up there, and most of theThousand Sons awaiting them. Zhyrehk paid themtheir prize, and they took no more part in the war.

The stage was now set for the final battle and the lastpush of the chaos forces. Zhyrehk massed his forcesat the end of Carthage Bridge. The other side was

the Crimson Fists and thier allies. The waters of Dion-ysis ran red with the blood of the fallen that day. TheChaos Space Marines striking to quickly for the Cadi-ans to react. With their artillery gone the Astartesknew that they could not hold out long. It was quicklydecided that three Crimson Fists would leave planetand return to Rhynns World and report on what wouldhappen. The Ultramarines and the remaining fewCrimson Fists vowed to hold the line till the chosen

three could escape. The last Imperial to fall that daywas an Ultramarine Techmarine named HephaestusMeeting Zhyrehk in single combat, he fought hard forover twenty minutes. Alas he was no match for theWord Bearers general, and as he laid on his back he

saw a small glint of light leave the atmosphere as hischest was punctured by the villain’s dark blade, justbefore a boot crushed his skull.

The Fir st War For Dion y sis 7

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8 Pr elude To Car nage

Dionysis-Prime now belonged to Chaos. More specif-ically to Zhyrehk. With a free hand to shape a virgin

imperial world the Word Bearer Corypheus began acentury long pogrom of religious conversion. The be-leaguered citizens of Dion-ysis bereft of their imperialprotectors were given nochoice but to convert or

die. Though even capitula-tion was no sure guaranteeof survival, as the most de-vout were sacrificed to

consecrate the fertileground of Dionysis to theblighted earth suitable tothe construction of great

cathedrals and basilicasdedicated to the dark godsof Chaos.

Within a few decades mil-lions had died, and a newworld was taking shape; a

world on a path to becom-ing a daemon realm.

Though Zhyrehk had wonthe war for the planet, soonhis will would be contestedagain as various otherChaos warbands flockedto Dionysis as the one safeharbor to renegade forceswithin the Gerbersian Sub-

sector. Among the first ofthese was a small warbandof Night Lords, aboard their Strike Cruiser MidnightInterloper. Though they swore nominal allegiance tothe Word Bearers it was clear to both parties it wasonly an accord of convenience and would not last iftested. Staying mostly out from underfoot the NightLords began raising a modest renegade militia forceto aid in the defense of Dionysis when the inventible

imperial counter attack came.

Eventually the attack did come, though it tookthe Crimson Fists nearly a century to lobby the

sector lords to grant them the crusade andgather their forces. Their “volunteer’ guard

transports in tow, the crimson fists arrived inDionysis system to retake the planet and the Astartes fortress on the surface. Amongst the imperial guard regiments seconded to the Crimson

Fists were three Regiments of the Death Korpsof Krieg, six Vorsehung regiments including theelite 18th, and three Brevian Centinial regi-

Prelude To Carnage

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Pr elude To Car nage 9

ments. Amongst these fine formations includeinfantry, armor, and artillery regiments. To trans-port, this grand army, this Crusade, was the 2ndGerbersian Navy Attack flotilla. Meeting theCrusade fleet in system was a battle barge of

the marines Optimi, who had apparently beenin chase of renegades marines known as thePurge which had fled to Dionysis. Unable to at-

tack a planet under the sway of traitor marineson their own they had lurked in system planninga daring lightning raid until they had picked upthe incoming crusade fleet.

A fleet of that size cannot approach in secret.

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

lies to support him in holding Dionysis. Hewould deny the imperials, then launch hisown “Black Crusade”. First to answer was

two understrength companies of Rene-

gade Relictors Space marines and theirBattle Barge the Septimus. They hadcome to Dionysis on some esoteric mis-sion to ring a bell that Zhyrehk had in-stalled in one of his cathedrals, the Tocsinof Discord. Next were the exuberant Pyrecome to Zhyrehk’s aid for some undis-closed prize. As the imperial Fleet ap

proached Dionysis it was clear to bothfactions that the war would favor the Im-

perials. While the Chaos forces had im-pressive ground armies their few battlebarges and strike cruisers, while individu-ally powerful could not contend with themight and resources of the 2nd Gerber-sian Navy Attack Flotilla. Knowing they

would be lost in a direct confrontationZhyrehk ordered his fleet to the perimeterof the system and to wait for an opportu-nity to strike. On planet the various chaoswarlords and their armies prepared for the

inevitable planet strike. As the dropshipsmassed and the 2nd Attack Flotilla beganpreliminary bombardment a Relictor Cap-

tain walked through the doors of Zhyrehk’s mightiest

church, holding a strange hammer.

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1 0 Th e Se co nd Wa r Be gi ns

As the drop ships broke the atmosphere and thedrop pods of the Crimson Fists and Marines Optimi

fell, the Relictors Captain Geta struck the hammeragainst the old and filthy bell.

Calamity struck the landing imperial army. A de-monic incursion coalesced with their own dropships and begun to slaughter the occupants. Land-

ing ships veered out of formation and struck oneanother, two entire regiments of the Brevian Cen-tenials never even made it to the planet, murdered

within their own ships, belted in and toothless. Thisdemonic incursion had actually been destined fora battlefield in the neighboring Gothimos sector buthad been waylaid and hijacked by the ringing of the

old bell. They would fight now instead on Dionysisunder the rule of the frustratingly ambivalentdemon prince known only as Blood Hunter.

Meeting the attacking imperial forces was a host ofrebel militia, rag clad and poorly equipped theywere massacred by the Crimson Fists and their Im-perial Guard allies. This rabble was merelyZhyrehk’s diversion, a time buying manoeuver

Though wasteful of his vassal’s lives it did

succeed. A chaos strike force had arrivedin system, and with the ships that had

been lurking at the edge of the systemdrove the crusade fleet of the Crimsonfists away. As the Chaos strike fleet felinto chase of the imperial fleet a dropforce of Red Corsairs bearing the bless-ings of Tyrant of Badab landed on planeto aid Zhyrehk and increase Huron’sprestige in the sector.

Cut off from their support fleet the cru-sade sent out an astropathic call for alavailable imperial forces to divert to Dion-ysis. No less than three Space Marinechapters answered the call and immedi-ately landed their own forces on theplanet: the White Scars third companyand the Raven Guard third company and

a contingent of Grey Knights there topurge Blood Hunter’s Demon armyThough the fleet action is still undecidedthe war on Dionysis has begun. Tri-umphant from their victories at the land-ing fields the Imperials strike out fromtheir beachheads into Chaos controlledzones as the defending armies redeploy

and stream towards the combat areasGlory to the victors, and damnation to thedefeated.

The Second War Begins

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12 For ces Of Chaos

The following pages list the

seven armies aligned with

Chaos on the surface of

Dionysis-Prime, and in-

volved with the on planet

campaign.

It breaks down who they are.

The official commanders.

Their reasons for being in-

volved, and their moral.

Also, you will find the force

disposition of each army on

planet. How many warriors

they have, as well as other

key officers.

Forces Of Chaos

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Official Name: The Host Ealaak Word

Bearers 17th Legion

Armies Commander: Zhyrehk The Ham-

mer, Lord Subjugator of Dionysis

Reason For Being Involved: Zhyrehk’s

Word Bearers are the rulers of Dionysis,

and it is his plans that the other Chaos

forces on planet follow.

Moral At Beginning Of Conflict: High,

they own the planet and it shall be touched

by chaos irrevocably, and none shall stand

in their way.

Force Disposition: 14 Companies, along

with demonic armour and equipment.

Torkal the Gluttonous fiend, a word bearerentombed in a dreadnought who killed the

population of Dionysus secundus, the

southern continent when they would not lis-

ten to orders.

Also, possibly whispering in Zhyrehk’s ear

and has not been seen in the last century

is the Dark Apostle Ealaak.

Overall Goals: Create a nexus of chaos

energy on the planet, to fully consume it in

chaos as a demon world, and use it as a

staging point for a black crusade.

Word Bearer s 13

The Word Bearers Legion

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Official Name: Hoplite Stygian

Armies Commander: Brother Sgt Moez

Crusev 16th Company 8th Legion, Night

Lords

Stratukar Tarrare the Famished. Heretic

human leading the renegades.

Reason For Being Involved: Drawn to

Dionysus to embezzle manpower from the

civilian population of the Word Bearers do-

main while nominally supporting the DarkApostle.

Moral At Beginning Of Conflict: The Ho-

plite is hungry to a chance to fight and

prove their metal to their Night Lord masters

and make the imperials pay dearly for their

hypocritical sophistry.

The Night Lord demigods look to in-

crease their standing amongst the

traitor legion forces within the Ger-

bersian Sector and loot power

armor and Gene Seed from the loy-

alists attacking the planet.

Force Disposition: Brother Ser-

geant Crusev has forty threemarines remaining of the 16th com-

pany.

The Hoplite Stygian is a militia army

consisting of three cores of six divi-

sions each, each division having

three regiments.

Each Regiment has five companies

(three light infantry, one support

and one heavy infantry).

14 Night Lor ds

The Night Lords Legion

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Official Name: The Pyre

Armies Commander: Prince

Dionysius

Reason For Being Involved:

Promised some undisclosed

prize for their assistance by the

Word Bearers.

Moral At Beginning Of Con-flict: Highly Extravagant, and

Exuberant

Force Disposition: A combi-

nation of remanent armour and

infantry forces from the original

chapter with demon allies.

Roughly 80% of a company,

along with the 7th Assault

Brethren and the Ascendent.

Seconded by Lord Com-

mander Sidonius

The Py r e 15

The Pyre

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Official Name: The Pestilent Host of Cap-

tain Tor Mograhn

Armies Commander: Captain Tor Mo-

grahn The Decayed

Along with former Codicier Librarian

Galthor

Reason For Being Involved: Re-

grouping after disasterous en-counter with the Marines Optimi.

They were given refuge by Zhyrehk

in exchange for service in the com-

ing war.

Moral At Beginning Of Conflict:

Low going into the conflict.

Force Disposition: About 100 of

the 350 remaining Purge are on

planet, landing near the south pole.

Known units include The Defiled, a

squad of Chaos champions in termi-

nator armour. Who have been gifted

by their God Nurgle, to become

Plague Marines.

The Bubonic Reborn, a squad of

Chaos Marines so devoted to Nur-

gle, they have become possesses

with his demonic energies. This

squad is the only one of The Purge

to survive the vicious ground battle with the

Marines Optimi, and break out.

After their battle with the Marines Optimthey lost most of their motor pool, and have

very little going into Dionysis, and nothing

more larger or powerful than a rhino

16 The Pur ge

The Purge

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Official Name: The Covenant of Discord

Armies Commander: Lord Carcalla 5th

Company

Captain Geta 8th Company

Reason For Being Involved:

The Relictors have the Ham-

mer of Resounding, and they

come to ring the Tocsin of Dis-cord. This will bring about the

demonic army, and begin to

change the planet to a demon

world. They look at this as an

opportunity to gain allies

within the forces of chaos.

Moral At Beginning Of Con-flict: High, because of newly

  joining up the 5th and 8th

companies, and becoming

more proactive.

Force Disposition: The re-

manders of 5th battle com-

pany, and the 8th assault

company. Arriving on one bat-tle barge (The Septimus)

The Reli ct or s 17

The Relictors

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Official Name: The Bones of the Bloody

Court

Armies Commander: Gorothrim the Un-

entombed

Reason For Being Involved: He’s down

on Dionysis leading troops for Huron, to

gain favor with the forces on the planet for

when he arrives to lead.

Moral At Beginning Of Conflict: High

18 Red Cor sai r s

The Red Corsairs

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Official Name: Dionysis Outbreak

Armies Commander: The Daemon Prince

known Blood Hunter

Reason For Being Involved: Was to be

summoned to Gothimos but a word bearer

intervention ritual brought them to Dionysis

instead.

Moral At Beginning Of Conflict: Angry for

not being on the field of battle they were

destined to be on.

Force Disposition: Unstable, because

proper rituals were not observed, and their

link to the warp is weak.

Diony sis Out br eak 19

Daemons of Chaos

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20 I m per ia l For ces

The following pages list the

seven armies that are part of

the Imperial Crusade on the

surface of Dionysis-Prime, and

involved with the on planet

campaign.

It breaks down who they are.

The official commanders. Their

reasons for being involved, and

their moral.

Also, you will find the force dis-

position of each army on

planet. How many warriors

they have, as well as other key

officers.

Imperial Forces

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Official Name: Crimson Fists 4th

Company

Armies Commander: Captain

Alrik

Reason For Being Involved: To

retake the Fortress they lost in the

first war for Dionysis.

As well as saving the planet theywere charged to protect when they

took over as watchers of the

Fortress from the Dark Angels.

Moral At Beginning Of Conflict:

Grim and resolute. Ready to do

their duty, and make up for their

failure the first time.

Force Disposition: The entire 4th

battle company.

Also attached is Librarian Horatio.

Armour from the motor pool.

Cr im son Fist s 21

The Crimson Fists

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22 Deat h Kor ps of Kr ieg

Official Name: Krieg Siege Brigade “The

Anvil of Death”

Armies Commander: Field Marshall Khy-

ron Haig. Attached Lord Commissar Maxi-

milian Von Ludendorff. Field Commander,

Colonel 458-12 (Stuart Halifax, of the 67th

Krieg Siege Regiment)

Reason For Being Involved: Assigned to

the mission by the Administratum for theirexpertise at siege warfare, and ability to

fight in toxic air conditions.

Their primary objective is to bring the walls

down and create holes

the Astartes can exploit.

Moral At Beginning Of

Conflict: They are the

Death Korps of Krieg,

they live to die.

Force Disposition: The

Krieg Siege Brigade sta-

tioned on Dionysis is di-

vided into 2 Regiments,the Krieg 67th and the

92nd. They have also

been attached with

members of the Krieg

435th Armour Battalion.

Each siege regiment is made up of 2 bat-

talions of soldiers with 6 companies each

and Cavalry groups composing of Death

Riders and Grenadiers mounted in Cen-taurs.

These companies are then divided into 7

Platoons with 6 infantry squads, weapons

teams, and armoured transport. Each

squad containing 10 Krieg soldiers.

In total, at the beginning of the conflict over6,000 Death Korps of Krieg soldiers (Not in-

cluding support) make planetfall.

The Death Korps of Krieg

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Official Name: The Royal 18th Company

Vorsehung Grenadiers

Armies Commander: Colonel Commissar

Irwin Rammelmeir

Reason For Being Involved: Due to their

reputation for lasting heroic long without

supplies, they were sent by the Administra-

tum, who knew that supply lines in the be-

ginning would be sparse, and the guard on

planet would be without for some time.

Moral At Beginning Of Conflict: Proud

and

excited.

Force Disposition: The entire Royal 18th

Company of the Vorsehung Grenadiers

Vor sehung Gr enadie r s 23

The Vorsehung Grenadiers

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2 4 Vo r se hu ng Gr e na di er s

The Glorious History of the Royal 18th Company VorsehungGrenadiers – Founding and notable activity

For the majority of it's history prior to the planetary civil war,the imperial world of Vorsehung lacked a central governingagency. It was instead inhabited by a multitude of semi-co-operative nation states. The nation states of the northernhemisphere, bearing a more moderate climate than theirsouthern neighbors, was characterized by a largely agrarianeconomy. Due to the harsher weather typical of the southernhemisphere, and the abundance of iron deposits to be foundthere, most of Vorsehung's industrial production took placein the south. In large part, these products took the form ofsturdily constructed Vorsehunginate whaling anchors andsailing instruments, (Friedengelt scrimshaw totems remainpopular feast day gifts) and elaborate transcontinental railsystems used to facilitate trade between the various factions

on the planet – which for the most part coexisted peaceably,barring the occasional trade or territorial conflict.

The six or so centuries leading up to the civil war howeversaw these once largely autonomous nation states galvanizeinto two primary allegiances, to put it simply. After centuriesof cultural and territorial gains, the northern agrarian nationstates came under the influence of the commonwealth of Bry-thanica. Brythanica was regarded as the cultural and intel-lectual center of the planet due to amillenia old Schola Theologica complex of interplanetaryrenown located in the capital city. The lesser kingdoms wouldfrequently send their brightest pupils to the Schola for trainingas imperial Ecclesiarchs and bureaucrats, who would thenreturn to their homelands with Brythanic sympathies, culture,

and theologies which over time granted Brythanica culturaldominance in the north. The southern nation states howeverstruggled to hold on to their individual cultural identities, whileat the same time compete with each other industrially. Afraidof the Commonwealth's influence, the industrialized nationsagreed to form a new coalition at the historic FriedengeltConference. Here they agreed to adopt a common currencybetween them with which they could maintain their nationsindividuality, while at the same time compete against Bry-thanica's overwhelming agribusiness. This new allegiancebecame known as the Friedengelt Trade Bloc.

Ideological conflict between the two superpowers drew astark line that grew over time. The Friedengelt Bloc prohibitedthe sending of youth to the Schola in order to prevent further“ideological infection.” Trade Bloc products began shippingoff world via an exclusive contract with Khaldeansburg – aseafaring hive in a nearby subsector that would fall to traitorincursion only a few decades later. Eventually, tourist visasto Brythanica were no longer obtainable in the Bloc, and therelationship between the two hemispheres became solelyeconomic. Brythanic emissaries and tradesmen were forcedto endure heavy tariffs and were only admitted beyondFriedengelt borders under heavy escort, and only longenough to finish their business. Border patrols and check-

points became the only real contact be-tween the two coalitions.

However that would change after an incident involving ayoung Brythanic seminarian named Theophilus Burke. Con

cerned about the spiritual health of his southern brothersBurke and two fellow students entered the Bloc in secret ona missionary journey to visit the faithful among the Frieden-gelt. Yet after three months, Burke was returned to the commonwealth along with the corpses of his brethren. Histongue and thumbs had been removed and the word “PROS-ELYTE” carved into his chest.

Brythanica considered this an act of war and quicklyamassed troops at the border. Satellites of the common-wealth quickly swore allegiance and lent their aid as wellHowever, the individual nations within the Friedengelt Blochad already prepared for this eventuality. Under a web of protectorates and military allegiances, the bloc quickly mobilizedcolossal artillery divisions that they had been amassing in se

cret. The commonwealth were not expecting such a lightingquick display of force, and several of the smaller bordestates were captured within the first months of the conflictEven more startling than the dubious speed of the Bloc's attack, were the sickly orange banners with heathenous sigilsadorning the Friedengelt armour. The Bloc had rejected theImperial Creed as a symbol of Commonwealth oppressionand yolked themselves to foul foreign idols of waste and feverdreams.

The Commonwealth was desperate to stop the Bloc's advance and built vast trench systems alongside the newlyformed border between the two powers. Much ground had tobe abandoned due to the Friedengelt artillery batteries, whichhad pulverized dozens of commonwealth villages and towns

A war of attrition began to take shape among the rolling plainsof Brythanic pastureland. While the commonwealth had a sizable military, their arms were primitive and their industry simply could not compete in a wartime economy with thenumerous Friedengelt foundries. To make matters worse, theonly working star ports on the planet were under Bloc controlessentially isolating the northern coalition. A distress call wasmade to any imperial forces in the sector able to lend aid.

The closest imperial battalion able to assist was none otherthan the Black Templars Space Marine chapter. Howeverdue to fickle warp travel and other military engagements, thetemplars explained it would be at least two decades before

they would be able to make planetfall. But given the naturaresources in the available territory, and the pace of the warset within the first year, Commonwealth Quartermasters andMunitorium Officers calculated that the Imperial forces onlyhad enough supplies and munitions to last six or seven yearsunder the Friedengelt siege. Under the traitor blockade, theywould be bled dry long before the templars could arrive. Realizing they lacked the mobility or firepower to seize the ini-tiative versus the Bloc, the Brythanic Commonwealthprepared for a war of attrition of the grandest scale.

History of The Vorsehung Grenadiers

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Trench lines sprawled for hundreds of kilometers across theborders, punctuated by pockets of artillery batteries, barracksand field hospitals, rail lines, and sapper tunnel entrances.The no mans land which developed between the lines wasequally massive, several kilometers wide in some places. Asthe decades passed the lines shifted back and forth, neitherforce gaining ground for too long before being pushed backagain. The once verdant pastureland became a blasted Em-peror forsaken wasteland, rife with poison gas, minefields,and razor wire, and other traps – devoid of any life.Labyrinthine tunnel sections mirrored their above groundcounterparts, with new sections being dug, discovered, anddetonated frequently. The ecclesiarchy raised hundreds offront line tabernacles which hosted twenty four hour prayerabbots, fervently petitioning the Emperors saints for deliver-ance and stewardship.

The great Commonwealth cities were gutted for anything thatcould be used at the front, and the entire coalition developeda spartan lifestyle. Statues of previous regents and heroes,

park benches, silverware, dental fillings, anything that couldbe smelt and re-smelt into ammunition was cannibalized.Companies of scavengers were conscripted to scour nomans land for spent shell casings. Even the great royalhouses were not exempt, graciously donating their pleasurebarges and mirrored courting aprons to the cause of the faith-ful. Everything was counted, reused, salvaged, and rationed.

The Trade Bloc however, in grotesque mockeries of the com-monwealth scarcity, adorned their armour and vehicles withornate bronze filament and gilded draperies – decadent intheir resplendence. Their officers, often the fattest and mostsatiated among them, would rest atop iron palanquins carriedon the backs of the captured faithful or those unwilling to sub-mit to the ruinous powers that had provided for them. Led bythe traitor warden, Kaiser Fleischbach, the Friedengelt troop-ers quickly became a hated symbol of treachery.

The years wore on, the Friedengelt unable to gain the initia-tive, the Commonwealth staunchly refuting any quarter, butnot gaining any ground. The six year mark passed, and thenthe seventh, and the tenth, and the twentieth. And after a gru-eling thirty two years of attrition, the Black Templars an-nounced their imminent arrival. Mechanicus Statiticiansargue to this day over what became known as the “Vorse-hung Providence Anomaly.” Some believing that the Com-monwealth quartermasters had gotten their originalcalculations wrong, others that the Brythanics were simplyimmaculate stewards of their

resources, the Commonwealth Infantry believed it was thedeliverance of the Emperor that brought them through. Anumber of legends still circulate of soldiers in the midst ofbattle removing empty clips only to find them full to the brimagain, or vast portraits of the Great Saint spelled out in freshammunition discovered in no mans land. The anomaly is cur-rently under investigation by the Sisters Sororitas.

When they arrived, the Templars were astounded to find anyremaining faithful alive on Vorsehung, and had actually onlybothered to pass by the world for the possibility of recapturing

the Friedengelt foundries for the sake of bolstering the supplylines of nearby theatres. High Marshall Helbrecht, hearing othe miraculous survival of the commonwealth, prepared tomake planetfall himself. He contacted the Arch-Tactician othe Commonwealth forces, Baron Ananias Khanbiata IV, toorganize an orbital drop to break the Friedengelt lines. Khanbiata and Helbrecht together planned an attack on theMalaise pocket, a trench-fortress located deep withinFriedengelt lines. The templars would make planetfall amongthe complex, while at the same time the BrythanicGrenadiers, veteran companies of the Commonwealthforces, would exploit the hole made by the Astartes. Togetherthey would march into the supreme Friedengelt Headquar-ters, and force the submission of The Blaspheme Kaiser andhis retinue.

However, due to a mix of Friedengelt spies and a fierce at-mospheric tempest, the Templars were scattered and iso-lated across the traitor lines, and the assault times weremiscommunicated to the infantry. The grenadiers were lef

flat footed and began the advance much too late. Worst oall, the High Marshall and his retinue were stranded amidsthe trench-complex of the Malaise complex, pinned down byenemy artillery. The Royal 18th led by the Veteran Colonel-Commissar Irwin Rammelmeir began a three day crawacross the wastes into the Malaise Pocket. The grenadierscrawling through the treacherous mud, the poison night skyred with thirty years of afterglow and anti-flak explosionswatched as the Templars drop pods plummeted from theheavens like the prophesied meteors of Erastus. Truly, thedeliverance of the Emperor had arrived, and they were to bethe instruments through which he would bring it forth.

They arrived on the third night at a ridge just behind thecrashed drop pod of the High Marshall in a long abandonedtrench section. In the dread blackness the Colonel Commis-sar rallied his men for the final charge. Whispered orders toaffix bayonets, grenades primed, Rammelmeir pointed to thesky and said “As the stars of judgment fall

Vor sehung Gr enadie r s 25

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2 6 Vo r se hu ng Gr e na di er s

upon them, so our fists fall upon the traitor legions. The timeis now. For Helbrecht. For the Commonwealth. For the Em-peror. OVER THE TOP!” A withering array of grenades fellupon the startled traitors, and soon a hail of bayonets accom-panied by the advancing swords of the Knights Templaralong with them. The 18th and Helbrecht swept through theenemy trench complex with a fury of sword and flame, andsoon the supreme headquarters was in imperial hands.

Helbrecht and the 18th continued on toward the Friedengeltreserve capitol, with the rest of the grenadiers exploiting thelong awaited hole in the Trade Bloc lines. Their supply linescut, the traitors were unnerved, surrenders came easily – par-dons did not. Vorsehung once again was under uncontestedimperial rule, and the long road of purging the remaining pop-ulace began.

The Templars were impressed by the nigh emaciated supplystructure of the Commonwealth forces, as well as their as-

tounding faithfulness. Helbrecht personally oversaw thefounding of the Royal Grenadiers as a legitimate ImperiaGuard Regiment, and bestowed upon the 18th a number oHoly Bolters as a gift for their daring advance. Dubbed theRoyal Vorsehung Grenadiers, the 18th participated in dozensof theatres across the sector and beyond. Fighting againsthorrendous traitor and xeno alike, gaining for themselves areputation for their small supply requisitions and stubborn de-nial of territory – specializing in resisting siege warfare andbattles of attrition.

Their most recent involvement in the battle for Dionysus wilsee the deployment of the 18th, 40th, and 41st, Royal Vorsehung Grenadiers, alongside the 72nd and 9th Artillery Batteries and the 55th Royal Army Ordnance Corps. In additionan experimental unit composed of refugees from the 18th'slast campaign on Golgotha has been trained at the ScholaPsykana for use as Sanctioned Psykers, and will be seeingaction in the upcoming theatre.

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Whit e Scars 27

Official Name: White Scars Third Com-

pany, Fifth Legion

Armies Commander: Korsoro Khan,

Commander of the Third Company

Reason For Being Involved: Reinforce-

ments for the initial crusade wave landed

on Dionysus after the crusade fleet was

scattered.

Moral At Beginning Of Conflict: Leery of

being committed to a poorly planned impe-

rial offensive of which they had no part in

planning

Force Disposition: Third Company White

Scars plus supporting elements.

Khan has granted the right of trophy to his

troops. Champions of the opposing forces

defeated will have their skulls cleaned

bronzed, silver plated, and used to decoratethe bikes of their slayers.

The White Scars

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Official Name: Raven guard 3rd Company

Armies Commander: Shadow Captain

Shrike

Reason For Being Involved: On Crusade

in a nearby system and answered the call

to help the Crimson Fists

Moral At Beginning Of Conflict: Battle

wary but determined.

Force Disposition: The entire third com-pany, along with armour from the motor

pool, and Techmarines Librarians and

Chaplains.

Led by Shadow Captain Shrike, and sup-

ported by Captain Jacob Peregrinus

28 Rav en Guar d

The Raven Guard

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Gr ey Knight s 29

Commander: Grand Master Co’llun

Reason For Being Involved: A grand

surge of demonic energy alerted him to the

planet, and they must purge it.

Moral At Beginning Of Conflict: High at

the beginning

Force Disposition: Third Task Force

Grey Knights

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Official Name: Marines Optimi Task Force

Maximus

Armies Commander: Grand Chaplain

Maximus

Reason For Being Involved: They are

chasing remnants of The Purge from a pre-

vious campaign who have taken refuge on

Dionysus.

Moral At Beginning Of Conflict: Very

high, coming off a campaign of victoryagainst The Purge.

Force Disposition: Members of the first

Dreadnought Company (Brother Librarian

Zachrous), The entire 3rd company, The

ninth scout company.

30 M ar ines Opt im i

Marines Optimi

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Created as part of an exploratory and expansion force in021.M31 between the Adeptus Astartes and Adeptus Me-

chanicus. The main idea to found a forge world chapter home

that could be an outpost for far reaching ships and a foot holdfor explorers and Rogue Traders. Originally tasked with thedefense of the expansion fleet and the settling of an outlying

system planet the chapter was pulled mostly from existingscout and assault squads from the Blood Angels Legion as-suming training and requirement would happen in route.

The first (and only) ship in its class, the Imperial Forge Ship

Glorious Hammer set sail from dock at Titan with her battlebarge escorts tailing behind. Her destination the new sup-

posed home in the Dominion of Storms area of SegmentumUltima. Smooth sailing to the warp jump point set the crewsat ease for a quiet and clean journey into the unknown. The

first warp jump would prove to be their undoing. 2 days intotheir first warp jump the fleet was dumped out of the warp by

a major shockwave, which killed all the astropaths aboardthe fleet. The fleet commander, with no other real option

began to run at full cruising speed toward the nearest inhab-ited sector.

During the 10,000-year transit time between the point theydropped out of warp space and the time they finally found a

loyal planet to report changed the chapter’s marines, eachOptimi Angel constantly fighting the rage that built inside of

them for thousands of years, the chapter was forced to slowlybegin the process of selecting new recruits from the forge

ship’s crew to replace the few dark souls who succumbed tothe rage in their hearts. This only deepened the wound whenfinding a loyal planet, as the forces of the Emperor didn’t rec-

ognize them, being that the chapter had been declared lostand destroyed in 401.M34.

After a long period of trials and questioning the chapter was

approved loyal by Inquisitor Cail Markos (250.M41). Taskedwith completing the mission they first were tasked they setoff once more to find their home. A short and uneventful trip

later found them looking at a set of dead worlds stripped bareof the life that had once thrived there, unlivable and de-

stroyed in the 10,000 years since they had set out, The onlyhints of what may have happened lay in large biomass sec-

tions found floating in the area closest to the lifeless star.

Undaunted by thousands of years aboard ship, Chapter Mas-

ter Zachele Kiegle declared the Forge ship Glorious Hammerto be the chapters new home, and set about doing what his

chapter had been tasked with nearly 10 thousand years ear-lier, and began to send the fleet out seeking to crush the en-

emies of the Emperor of Mankind.

Optimi Battle Fleet:Home Fleet:Forge Ship Glorious Hammer (Fortress Hammer of the Em

peror)Population 230 MillionGlories’ Shield – Strike CruiserHammer’s Blow – Strike CruiserFist of Blood – Hunter Class DestroyerAncients Fury - Hunter Class DestroyerRights of Blood - Hunter Class Destroyer

1st Fleet:Wings of Blood - Battle BargeFist of the Heavens – Strike CruiserAngry Spirit - Gladius Class FrigateTraitor’s Demise - Gladius Class FrigateGlorious Battle – Nova Class Frigate

2nd Fleet:Blade of Blood - Battle BargeMoment’s Excellence - Strike CruiserLoyalty’s Seal - Gladius Class FrigateBlessed Rampage - Gladius Class FrigateReason’s Fire - Nova Class Frigate

3rd Fleet: (commissioned 755.M41)Hand of Redemption - Battle Barge (finished 755.M41)Loyal Wrath – Strike Cruiser (finished 625.M41)Traitor’s Punishment - Strike Cruiser (finished 553.M41)Golden Protector – Nova Class Frigate (finished 497.M41)Titan’s Soil – Gladius Class Frigate (finished 955.M41)

Heaven Bound – Gladius Class Frigate (Under construction002.M42)

Optimi Armory:Led by – Tech Brother Ukobach40 Techmarines250 Servitors

40 Predators25 Baal Predators20 Vindicators40 Whirlwinds17 Land Raiders43 Stormraven Gunships

Optimi Forces of Battle:

Chapter Commander: Zachele Kiegle – “High Commandeof the Host”Grand High Chaplain: Jobe – “Keeper of the Faith”Chief Librarian: Ayperos Botis – “The Master of Time”High Blood Pact Priest: Malacai – “Saint of the Blood”13 Blood Pact Priests7 Unassigned Librarians

Marines Optimi – Blood Angels Lost Second Founding

Mar ines Opt imi 31

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First Company – Dreadnought Company– “Glorious Dead”Captain – KoiHigh Chaplain – SirgentoLibrarian – Zarcharis

50 Dreadnoughts10 Veteran Tech Marines

Second Company   – Veteran Company – “Defenders ofReason”Captain – Obi Vious “the Bold”High Chaplain – Maximus “the Strong”Librarian – Thomas “the Stout”

6 Tactical Squads3 Assault Squads1 Devastator Squad

Third Company – Battle Company – “Knights of Blood”

Captain – Obadiah CainHigh Chaplain – Peter Santhem (MIA 001.M42 at Medusa V)Librarian – Mathew Desantos

5 Tactical Squads5 Assault Squads2 Dreadnoughts

4th Company – Battle Company – “Iron Wall”Captain – JonahHigh Chaplain – RathLibrarian – Underlene

5 Tactical Squads

5 Assault Squads2 Dreadnoughts

5th Company – Tactical Company – “The Armored Fist”Captain –High Chaplain –Librarian –

10 Tactical Squads

6th Company – Assault Company – “Thrusting Spear”Captain –High Chaplain –Librarian –

10 Assault Squads

7th Company – Assault Company – “Rending Teeth”Captain –High Chaplain –Librarian –

10 Assault Squads

8th Company – Devastator Company – “Death’s Reach”Captain –High Chaplain –Librarian –

10 Devastator Squads

9th Company – “The Learned”Captain = Roy DaviesChaplain – Cory StevesLibrarian – None Assigned

10 Scout Squads

10th Company – “The Unwashed Masses”(Captain) Brother Sergeant – ValafarChaplain – None AssignedLibrarian – None Assigned

10 Veteran Sergeants500 Training Neophytes

32 M ar ines Opt im i

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Format: The campaign will last a total of tenweeks; culminating in a final apocalypse battle.

There will be basically four types of battles takingplace during "The Fate of Dionysus" campaign:

1. Zone Battle : These battles take place on theplanet Dionysus herself and represent the tactical

ground war, the give and take of territory and soforth. These battles will be fought on a scheduledtime line for specific territories and involve onlythose armies committed to the ground conflict.Games played for Zone battles will use armies of1500 points, and lists cannot be changed unless

the player wishing to change his army list has losthis last game. In other words as long as you keepwinning your list remains the same. Battle Zone

games will use the victory track described later inthis book to determine scenarios played. Resultsof Zone Battle games will be reported to Shane orNate.

2. Sector Battle: These battles take place in thesame sector of Dionysus but not necessarily on

Dionysus herself. Battles here represent the sta-bility of the Gerbersian sector as a whole, and itseffect on the imperial war effort. The armies in-volved can be any selected from any legal army listand up to any agreed upon points limit. The sce-nario used for a Sector Battle can be chosen by theplayers in any manner that they wish. Sector Bat-tles will be recorded on a "Sector Battle ResultsCard" provided by the Keep.

3. Final Apocalypse Battle: As the name sug-gests, there will be a final apocalypse battle involv-

ing the armies committed to the ground battle onDionysus. The points limit per faction will be

14,000 points. If any on planet force cannot makethe apocalypse game and/or a faction cannot comeup with sufficient points appropriate armies fromthe sector war may be used. The results of thisbattle will be recorded by Shane and Nate andadded to the campaign total.

4. Set Piece Battles: This last type of battle wilbe specially organized home brew scenarios thatmay award minor boons and small advantages tothe winner(s). At this time these battles are TBA.

The campaign will last five two week turns.

Victory on Dionysus!: The winning faction of the

campaign will be whichever faction has the highestotal Campaign Victory Points (CVPs). There wilbe up to 100 CVPs available during the course ofthe campaign. Their break down is as follows:

7 Battles Zones each worth up to 10 CVPs each

Sector War worth up to 20 CVPs TotalFinal Apocalypse game worth up to 10 CVPs

The outcome of the war on Dionysus will not onlydetermine fate of the planet itself but also the cam-paign footing (and factions involved!) for the nextKettil's Keep 40k campaign. Additionally top per-forming armies may even gain some special ben-efits if their army participates in the next campaignas well!

34 Cam paign Rules

Dionysis Campaign Rules

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Cam pai gn Rule s 35

Victory Track: This campaign uses a victory track

that is progressed as more and more games are

won by a single faction in a single zone. These vic-tory tracks are attached to each zone, so if a win-ning army is transferred away from the zone wherethey won three games their track stays with thatzone and they will pick up the track position at thenew zone they've been deployed to; and the armybeing deployed to the vacated zone would play thenext game there at position "III". Progress along

each track will be recorded in the campaign folderby Shane or Nate. As soon as a victory streak isbroken then the track resets to position "0". As one

side wins more and more battles it becomes moredifficult for them to keep winning as their forces arestretched out over more territory, they have longersupply lines, and in order to maintain momentumthey cannot reorganize. The defenders on the

other hand are closer to their supplies and can re-organize to defeat the attackers army.

Position "0"No side has the advantage and neither one is

deemed the "attacker". The game is a "capture andcontrol" scenario using a randomly chosen deploy-ment type as detailed in the warhammer 40k rule-book. There can be no draws so use victory points

as detailed in the back of the rulebook to breakties. The winner of this game has cracked the frontlines of their opponent and moves to Position "I" asthe attacker.

Position "I"Trying to capitalizing on previous success the "at-

tacker" pushes into enemy controlled ground intenton capturing it. The defending army brings up re-inforcements to try and halt the advance of the at-tacker. The "attacker" picks an adjacent tile to atile they control in their zone and fights a battle togain control of it. This battle is a "seize ground"mission where the attacker chooses the deploy-ment type used. If the "attacker" wins then he

gains the tile for his faction in that zone and con-tinues to position "II" as the attacker.

Position "II"

Their line shattered, their territory captured, the de-fending player's retreating army fights for its life

against the "attacker". The "attacker" picks an ad- jacent tile to a tile they control in their zone andfights a battle to gain control of it. This battle is a"Annihilation" battle fought with a deployment typechosen by the defender as his army fights a rearguard. Note that kill points are not used at all, in-stead use the rules for victory points exclusively. Ithe "attacker" wins the retreating army is badly

mauled and scattered, the "attacker" gains the tilefor his faction in that zone and continues to position"III"

Position "III"The "Attacker's" army has reached a hastily con-structed rear line of the defending player's armyThe "attacker" picks an adjacent tile to a tile theycontrol in their zone and fights a battle to gain con-

trol of it. This battle is another "Capture and con-trol" mission with once again the deployment type

chosen by the defender. Additionally if the gameis a draw, instead of going to victory points thedraw counts as a win for the defender. If the "at-tacker" wins the defenders rear line is broken justas the first was, the "attacker" gains the tile for hisfaction in that zone and continues to position "IV"

Position "IV"Holy throne this "attacker" is an absolute crusherThis "attacker" though may be too bold, the attack-ing army is amongst the defender's reinforcements

and has perhaps operated too long without respiteBowed but unbroken the defender rallies and fightsto finally halt the blitz. The "attacker" picks an ad-

 jacent tile to a tile they control in their zone and

fights a battle to gain control of it. This missiontakes the form of the "fighting withdrawal" from thebattle missions book with the defender taking onthe roll of the tau. Additionally, instead of all mem

Victory Track

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36 Cam paign Rules

bers of the defenders army having "hit and run"universal special rule they may choose one of theallowing options:

1. All defending units have the "Hit and run" uni-versal special rule.

2. All defending units have the "Stubborn" univer-sal special rule.

3. Once per game at the start of one of his shoot-ing phases the defending player can execute adevastating counter attack. For the rest of the turn

all defending units have "furious charge" and "fleet"

If the "attacker" wins, he gains the tile for his factionin that zone and continues to play this mission insubsequent games until the defender can win orthe campaign ends.

Week 1(March 31st): Thursday nights will be

campaign nights. Games do not need to be playedon this night, but this is when deployments will bedecided. There will be seven zones to be deployedin. Six of these zones will consist of seven plane-tary empire tiles and one of the zones will have six.Each tile will be worth a certain amount of CVPsas detailed later. Starting number of tiles controlledby each faction is set from the start. Two gamesmust be played per zone per each two week turn.

During the first week each faction will in secret notedown their deployment. After both factions haveturned in their deployments they will be deployedon the campaign map as marked. Due to the im-perials successful planet fall the imperials will

begin as the "attacker" and begin at position "I" onthe victory track. Regardless if they win or loose

that first game they will move to position "II". Notethat though they move on to the next position onthe victory track they still must win the game tocapture any territory. Chaos victories will merelyresult in no change of territory.

Any number of Sector Battle games can be played.

Week 2(April 7th): The second week of the firstcampaign turn. If any of the two zone battle gamesper zone remain to be played at this time and noarrangements have been made to complete the

game(s) then any appropriate fill in army can beused. If no fill in army can be found or arrangedthen the faction whose player is present the nightof April the 7th will count as winning the unplayedgame(s).

Any number of Sector Battle games can be played

Week 3(April 14th): This week forces may be re-

deployed. Each faction will note down secretlywhere each army will be deployed for this cam-

paign turn. After both factions have turned in theideployments they will be deployed on the cam-paign map as marked. Note that the victory trackis attached to the zone, not the army. This turn fol-lows the normal rules for the victory track (thismeans that all zones will either be at position "0"

or position "III" with the imperials as attackers).

Any number of Sector Battle games can be played

Week 4(April 21st): The second week of the sec-ond campaign turn. If any of the two zone battlegames per zone remain to be played at this timeand no arrangements have been made to com-plete the game(s) then any appropriate fill in army

can be used. If no fill in army can be found oarranged then the faction whose player is presentthe night of April the 21st will count as winning theunplayed game(s).

Any number of Sector Battle games can be played

Week 5(April 28th): This week forces may be re-

deployed. Each faction will note down secretlywhere each army will be deployed for this cam-paign turn. After both factions have turned in theideployments they will be deployed on the cam-paign map

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Cam pai gn Rule s 37

as marked. Note that the victory track is attachedto the zone, not the army. This turn follows the nor-mal rules for the victory track.

Any number of Sector Battle games can be played.

Week 6(May 5th): The second week of the thirdcampaign turn. If any of the two zone battle gamesper zone remain to be played at this time and noarrangements have been made to complete thegame(s) then any appropriate fill in army can beused. If no fill in army can be found or arrangedthen the faction whose player is present the nightof May the 5th will count as winning the unplayed

game(s).

Any number of Sector Battle games can be played.

Week 7(May 12th): This week forces may be re-deployed. Each faction will note down secretlywhere each army will be deployed for this cam-paign turn. After both factions have turned in theirdeployments they will be deployed on the cam-

paign map as marked. Note that the victory track

is attached to the zone, not the army. This turn fol-lows the normal rules for the victory track.

Any number of Sector Battle games can be played

Week 8(May 19th): The second week of the forth

campaign turn. If any of the two zone battle gamesper zone remain to be played at this time and noarrangements have been made to complete thegame(s) then any appropriate fill in army can beused. If no fill in army can be found or arrangedthen the faction whose player is present the nightof May the 19th will count as winning the unplayedgame(s).

Any number of Sector Battle games can be played

Week 9(May 26th): Forces may be redeployedEach faction will note down secretly where eacharmy will be deployed for this campaign turn. Afteboth factions have turned in their deployments theywill be deployed on the campaign map as markedNote that the victory track is attached to the zone

not the army. This turn follows the normal

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rules for the victory track.

Any number of Sector Battle games can be played.

Week 10(June 2nd): The second week of the fifthand final campaign turn. If any of the two zone bat-

tle games per zone remain to be played at this timeand no arrangements have been made to com-plete the game(s) then any appropriate fill in armycan be used. If no fill in army can be found orarranged then the faction whose player is presentthe night of June the 2nd will count as winning theunplayed game(s).

Any number of Sector Battle games can be played.

Final Battle: The final Apocalypse battle will bescheduled as soon as possible to allow the maxi-mum number of committed ground war armies toattend.

Last bits: If a faction gets completely ousted from

a zone it will fight on in that zone but without hold-ing any territory. If it wins a position "I" game asthe "attacker" it will retake the last territory it lospreviously. For each zone that is controlled entirelyby one faction at the end of week 10 that control-ling faction will receive an extra CVP. This CVP isincluded in the ten available CVPs in each zone.

38 Cam paign Rules

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Death Korps of Krieg Engineers meet resistance underground from Bedlam Hoplites as they attemptto get thier Hades Breeching Drill into position.

Land Speeders of the Raven Guard perform hit and run attacks against Chaos Marine outposts.

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ettil’s KeepK

For over a century, the Word Bearers legion of Chaos Space Marines have held dominion over

the beleaguered world of Dionysis-Prime. The Crimson Fists, who lost a fortress during the

first war for Dionysis, have since regrouped and prepared a crusade to retake the planet. The

Crimson Fists are not alone, standing with them are members of the White Scars, Raven

Guard, Marines Optimi, Grey Knights, and two Imperial Guard armies, the Death Korps of

Krieg and Vorsehung Grenadiers.

The Word Bearers have not spent their time idle, having built an army of Daemons and re-

cruited Night Lords, Pyre, Purge, Red Corsairs, and heretic Relictors.

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

War has begun.