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Page 1: Prologue - files.meetup.com Legacy Rulespack v1.1.pdfshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka ... the Slaanesh device, Space Hulk, Space Marine, Space Marine
Page 2: Prologue - files.meetup.com Legacy Rulespack v1.1.pdfshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka ... the Slaanesh device, Space Hulk, Space Marine, Space Marine

Prologue

905.M41Tau SpaceThe Zone of SilencePrivate Writings of Miyam'o'sha

"I say here what I cannot publically. It was but chance that saved the Tau. Or so it would seem...It pains me to say it but were it

not for the awakening of those strange metal beings, or the timely arrival of the Humans, we would not have survived the hunger of

the Tyranids that day. Dare I say it, our race may have lost the war entirley...

Fortune favors us it seems; but for the Greater Good to be assured we must grow stronger. The majority of the Human forces, after

realising their perdicerment, have allied with us against the fanatical elements on their forces. It is just a matter of time before our

victory is assured.

We have begun the slow process of purging and reclaiming the Zone of Silence. The Necron threat, as we now know them, have retreated to where they came and seem content to stay there...but

why I wonder?

The ferral Tyranids have dug deep and reports of ruins being discovered while on the hunt have come in. Officially these are being tauted as anicent and non alien, but it is clear from some of what remains that we were not the first species to populate this

space. Or perhaps even the most advanced...Curious...

Our ship will soon arrive at the first such planet. A place once lush with life where now only death and danger await. Still...these ruins

intreague me. We may yet learn of their doom and in so doing, I hope, avoid our own."

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WARHAMMER 40,000 CAMPAIGN

Version 1.0Written by Peter Davies & Mason Edwards

With edits from Tom Sinden and Mike Kan

& input from The London Warhammer Gaming Guild

Document Design by Mark Hampson with concept from Peter Davies

It must be noted that this is an unofficial community created project and therefore is in no way endorsed by Games Workshop Limited.

DisclaimerThis campaign and associated materials is completely unofficial and in no way endorsed by Games Workshop Limited.

40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunt-ers, Dark Angels, Dark Eldar, Dawn of War, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games Work-shop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne device, Kroot, Lord of Change, Necron, Nurgle, the Nurgle device, Ork, Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh device, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch device, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Games Workshop Ltd 2000-2014, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to

their respective owners.

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PREAMBLE

1

The Tau have a plan. A plan that they hope will finally secure their place among the galaxies great powers. But will their greatest ambition be their greatest downfall? After the onslaught of Hive Fleet Gorgon, the Tau have realised they need to stregthen their alliances. While their ability is great, their empire is small. Equally, lest the fate of all races be risked, the principles of the greater good have never been

more important.

As the Tau seek to reclaim their lost space they discover a hidden secret. A hushed whisper of a broken legacy. As the Tau seek to unlock this secret Miyam'o'sha enacts the Ambassador Drone protocol. With it millions of drones are cast into the void, aimed at known locations of the galaxies

most prominent races.

The Drones carry with them a message, a gift, and an invitation.

…and something else that no one suspected

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INTRODUCTION Welcome to the London Warhammer Gaming Guild’s Warhammer 40,000 gaming campaign, Broken Legacy.

Please note, this campaign ecourages welcomes roleplaying. Your actions can be defined by mechanics, but mostly by your own choices. In this section you will find rules and explanations of various key terms. If roleplaying, please do your best to remained uninfluenced by the knowledge your characters are unlikely to have.

The campaign follows the plans of an ambitious Tau ethereal named Miyam’o’sha and his designs for the expansion of the Tau civilisation. He believes fervently in the Tau’s grand plan and seeks to expand the greater good to all the far quadrants of the galaxy. Not content with being restricted to a small pocket in the galactic fringes. The Tau must learn to travel faster and manifest their own destiny.

In 899.M41 Hive Fleet Gorgon invaded Tau Space. After causing horrendous devestation they were eventually put down by a combined Tau and Imperial Guard force in 903.M41. Now, 50 years later, memories of the age old conflict have unified certain elements of the Imperial Guard forces. Some

remained and resettled on the fringes of the now so called Zone of Silence The lost colony worlds of Sha’draig and Kel’shan. The Tau warred for decades to take back Ka’mais. Necron forces however still remain. Warring for 50 years the Necrons has never been fully repelled but nor have they seemed intent on expanding.

The Zone of Silence remains in a desperate situation with feral Tyranid swarms, mutant forms, and a secluded but significant Necron force who protect their conquered space with extreme prejudice. The worlds, scrubbed clean of the majority of their surface life, revealed secreted remains from a by gone age. At great risk, the Tau saught to explore these artifices, and were left with more questions than when they started. The question always remained of why the Hive Fleet sought out such a isolated patch of space and why a Necron force so potent chose this time to awaken and yet seemingly remain idle.

Could the answer have been buried here all this time? Can the Tau discover this secret unaided? Will what they find enable the ascension of Tau and all their great plans, or be the genesis of their undoing?

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HOW TO PLAY

3

Step 1: Pick your Army and Join a FactionStep 2: Choose your GeneralsStep 3: Where & When?Step 4: Turn up and Represent!

This section details how to get started playing games in the Broken Legacy as well as detailing how the campaign games are going to work. You must pick an army and in turn join a faction before choosing your generals and getting stuck into your first games.

FACTIONS There are three main factions in the Broken Legacy, and once you’ve chosen your Army you will be appointed to certain faction. This will allow you to turn up on the day and battle for your own causes whilst moving forward the overall story of the campaign within your faction’s objectives.

While you can change your army, Faction choices are permenant.

IMPERIUM GREATER GOOD LET IT BURNSpace Marines Tau Necrons

Imperial Guard Eldar Tyranids

Adepta Sororitas Dark Eldar Orks

Imperial Knights Dark Angels - The Fallen Chaos Daemons

Mechanicum Rebel Guard Chaos Space Marines

Thousand Sons Chaos Cultists

THE IMPERIUM: (Under Space Marine Command)

The Imperial forces are formed of any Space Marines and Imperial Guard Units that have made it this far.

THE GREATER GOOD: (Under Tau Command)

The message of the Tau has compelled some to join their cause. Some more openly than others. The pride of the Eldar knows no bounds. How long will they dance to the child race’s song? Time will tell…

LET IT BURN: (Under Necron Command)

What the Tyranid hive fleet started, the rest are here to finish. But with an alliance filled with duplicity, hate, and violent who knows how long this can last?

“Through the ages lies a Broken Legacy. Of unknown origins and jealous designs. The galaxy is in constant flux between Order and Chaos. While chaos rules, order describes its fateful purpose. Chaos has proven impatient, and Order’s plans are in line with the infinity.”

-Anonymous, Translated works of the Eldar

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CAMPAIGN GENERALSOnce you have selected the army that your will be playing and been given a Faction to fight for your will have to select your Campaign Generals. These are characters that will remain part of your force throughout the campaign, feel free to give them some names and background and flesh out their whole persona.

SUPREME COMMANDER Your Supreme Commander is your avatar on the field of battle. They can be any HQ choice from the Codex. Your supreme commander can gain experience and contribute to victory, but be careful! They all count as living objectives (see rule book) and can be hurt. Note: When fieldied your Supreme Commander is the warlord.

Your ‘Supreme Commander’ will be able to hold certain campaign objectives and the like which will become useful in later games.

If your ‘Suprem is killed in battle for any reason, then you must roll on the chart below to see what happens to them:

D3 Result6 “I move, for no man…”

Your warlord heals up fine in time for the next battle.4 - 5 “Tis but a scratch!”

Your warlord suffers minor wound, lower their wounds by 1 for the next game.

2 - 3 “A scratch? Your arms off!”Your warlord suffers a grievous wound which reduces his wounds by 1 for the next game, while also reducing their Strength, Toughness, and Initiative, by D3.

1 “All right, we’ll call it a draw” Your warlord suffers a dire wound permanently reducing their available wound pool. If they only have 1 wound left your general is unable to play for the next match and can not be fielded.

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ARMY RULESEach of the races within 'Broken Legacy' has a race specific rule which you must use at the beginning of each of your games. Consult the tables below and determine what benefits your army will gain from the Army Rules tables. Once you have done this inform your opponent which Army Rule you will be using and ensure that they roll on the correct table as well.

THE IMPERIUM Some thirty thousand drones violently encounter the mighty battle fleet Epsilon, led by Imperial Cruiser Ultramars Vision in the Sikus Sector. The drone laced in earth castes and tau sep’t markings make no attempt to deny their Xeno-origings and are therefore met with extreme prejudice. The drone’s examination is quick and to the point, by deploying it’s sensor array it determines its hosts genomes to be that of “homosapian” and its far flung derivatives. The explosions are small and purposeful, igniting a compound similar to thermite. The machine melts itself into a heap of ash and carbonized crystals.

Even those landing upon waste lands and death planets do their upmost to establish their host; camera based recognition, sound wave database recognition and atmosphere compositions are all analysed in a desperate attempts to predict the planets occupants.

Naturally however, the ingenuity and persistence of man is not to be underestimated, warp speed communications alert the inquisitions and in doing so they obtain a handful of drones. For the greater good, may we pray they never obtain the delicate information inside.

ORKS Two-hundred-thousand drones scatter among the Ork occupied system of Krono-12most of which now lie at the heart of new Ork weaponry abusing the tau’s miniaturized IWP engin2e (ionizing water jet propulsion engine) into a slug ionizing shooter. The drones luckily enough to encounter a Mech Boy are met with a great curiosity, their sensor panels willingly and immediately provided with Ork DNA. In return the drone projects it’s messages in all tongues native to the Orks.

“From Tau we offer you a challenge, you think your so tough and got the best tech smarts? Ha! Your space junk is worthless and your smell is offensive. Meet us at 12358.31415, 42.42424, 89.291.239034 if you think your hard enough”.

D6 Drone Machine Spirit Augmentation1 - 3 Your scorn of technology has left it your

weakness, you learn nothing from the Drone but gain a knowledge point.

4 - 5 You gain one knowledge point and learn more about the region of space your in. +1 to ‘table side’ choice rolls.

6 You learn more about Tau sensor technol-ogy and think you can use this to your advantage in the next battle, but it wont last! +1 to Cover Saves for one Turn.

D6 Drone Bashing1 - 3 “This stooped ting dernt werk!” – Noth-

ing? Maybe you should hit it harder…you gain a knowledge point for trying anyway.

4 - 5 “Funny tin ting, I knows ya!” one unit of heavy weapon using models may exchange said heavy weapons for a Tau Ion rifle’s with the adapted gets hot rule. (5pts per model)

6 “Here we goes lads! *BOOM!* Haaaa! That’s the stuff!” One vehicle (not walker) may exchange a single primary weapon for a tau Ion Cannon. Only its overcharged profile may be used. Its increased blast power however leave all ground hit by a blast disc as dangerous (highly ionized) ground. (10 points)

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ELDAR A meagre few encounter the Eldar. Such is the ways of the Eldar. The drones quickly establish their hosts with the use of the earth caste’s new Psker-Chip. A useful device the Tau had originally designed to aid pathfinders and sniper drones to better eliminate strategic commanders on the battlefields. ElderXV012 protocol initiates and the drone almost bows respectfully to the being before it. The drone plays a recorded holo-message from Miyam’o’sha themself, Tau Ethereal and architect of the operaton.

“Ascendant and Esteemed Eldar representative,

The Tau do not wish complete control, we do not wish complete annihilations, we only seek to improve the worlds we meet and under a harmonic coalition. Through the wisdom of our rulers, we bestow the gift of greater good.

Our humble requirements for life is the peaceful coexistence of aliens of all races to collaborate. The imperial are a dangerous and bigoted faction of the otherwise great race of humankind. We, the tau have contemplated the beauty of a galaxy where men are freed from the imperial, and indeed their race can once again to look to the stars in awe, not with the idea of bloodshed and hunger for control. We, the Xeno’s should unite to make this utopia a reality. Together, we can take this universe out of war with the swiftest of blows. Please consider these words, hear the truth in my voice and meet up at the Moka’r sept world of Eshna.”

NECRONS The aura from a tomb world is unmistakable, finding the monolithic roaming planets however is no small task. Overlords wearily gazing out to the stars, plotting which dynasties to conquer or which galactic intruders to vanquish would scarcely believe their mechanical eyes at the site of the 100,000 drones ranging down upon their orbit.

Arc cannons power up and methodically tear through legions of UAVs, chained lightning attacks that scatter from drone to drone cover thousands of miles, the entire sky begins to look like day has arrived many hours prematurely.

Then the rain came, each exploding drone discharges thousands of data storage devices into the sky, until trillions rain down upon the Necrons, overwhelming the sky fire defence grid. Tau ingenuity and planning has prevailed again, the Scarabs and Crypteks are sent thundering forward the scavenge and destroy the litter that

D6 Drone Reconfiguration1 - 3 “This is…most puzzling…” – You learn

nothing but gain a knowledge point4 - 5 “Intriguing…” – Feeble by Eldar stand-

ards. Yet perhaps there is potential here? The Tau understanding of hover tech ap-pear limited, but their focus on stylization may have benefits. By adapting some of their technology the Eldar can improve on these primitive attempts. All Hover vehi-cles +1 to roll to hit, including snap shots. (25 points per vehicle). No jinking until next turn.

6 “Most compelling…” – You discover a se-cret to Tau technology. You can make use of Fusion Blasters! See p66 Tau Codex

D6 Drone Assimilation Roll1 - 3 “Processing..” Nothing is learned but at

least you got a meal. +1 Knowledge Point4 - 5 “Data Ingested” Your analytics have re-

vealed the Tau Blacksun Filter. Elite Units can elect to use night vision for one turn.

6 “Assimilation Complete” Your Supreme Commander may utilise a Riptide Gen-erator with a 6+ invulnerable save until wounded.

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DARK ELDAR The drone frantically checks its sensor again and again, its crash into this sector was never intended, a result of its lacklustre warp technology. The drone’s sentience is at best, lost, hopelessly roaming the darkness of its unknown location.

Some 400,000 drones got lost in the warp, the bulk of a messaging force. They’re largely damaged, the composite armours of many bear the scratches of daemons and other beings. In some cases drones have been become wandering shrines of corruption in the foulest of ways, the drones armor replaced by the flesh and decay.

A few become ensured in the Web-Way. Corrupted and confused they speak nonsense but through it all a location becomes known to the Dark Eldar.

CHAOS Little escaped the divination of the Thousand Sons. Through the ether the encroachment on warp space of hundreds of thousands of drones flow like Psyker Rain. The chip at the heart of each drone a beacon to those with the sigh to see. The techno-sorcery of the Thousands Sons is just so enabled. Soon, in warp terms, the Fractious Powers tire of their play with the things and bore of their limited reactivity. Krater materialises one and examines the now semi-organic Drone. The Drone’s sentience has been twisted and enhanced in equal measure. It’s mind now feels.

Morose, and despondent it explains its great and lonely journey. It cries oily tears as it talks of the torture it witnessed of its fellow drones. Filled with gratitude and the naivety of the young it tells Krater all…

D6 Drone Enticement Roll1 - 3 “Well, this is fun!” too much fun – no

knowledge but +1 Knowledge Point4 - 5 “That’s it!” – You learn much of the Tau

space from whence it came. You may use this to your advantage. -1 to opponents choose table side roll.

6 “You’re no fun anymore…” You’ve learned all you can and had your fun. You may reengineer a drone and send it on its merry way, forcing a single reroll of a random player for one dice roll.

D3 Result1

2

3

TYRANIDS The Tyranid’s onslaught was ended….just. Now, having retreated into the dark spaces deep within the hearts of the various planetoids and stations they once infested they await the Tau warriors who seek to reclaim their lose space.

The drones sent in are the first to encounter the Tyranid enemy. This race can not be reasoned with. They must be destroyed. They catalogue as much as they can before being destroyed. There is much work to be done.

D6 Drone Technology Inferment Roll1 - 3 The drones are ingested but nothing is

learned. +1 Knowledge Point4 -5 The drones armour is analysed and assimi-

lated into new carapaice, but its only a thin shell and there’s not much to go around. +1 to armour save rolls for one none mon-sterous creature unit until wounded.

6 Your forces manage to break down the enzymatic profile and learn of the impend-ing attack of the Tau. +1 cover saves for all forces for one turn.

NOTE:

All Turn Lasting Special Rules must be declared immedielty prior to the start of the movement phase.

All the Special Rules must be incproprated

before deployment.

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CAMPAIGN FLOWNow that you've selected your Campaign Generals, your Force and gathered your Campaign knowledge it's time to get playing. Each week will have a plethora of small skirmish games which end in a large scale Months End game at the end of each month. Each skirmish will be fought in the Zone of Silence on a specific planet, and the rules can be found below.

WEEKLY GAMES Each week will have a series of skirmishes ending with a ‘Months End’ Scenario. There will be 6 Scenario’s leading up to the grand finale. At each stage you will have the opportunity to contribute to your factions power and control of the various systems, technology, resources that will be fought for control of the Zone of Silence and ultimately guide to glory or ruin. The beginning Scenario, and your dice rolls, will reveal the circumstances that you start in and progress to.

After every battle you will roll on the ‘Lost Technology’ table to see what, if anything, you have managed to scavenge.

Small skirmishes may take place across the Zone of Silence and its fringe systems, however the main battles will ensue for a small 5 planet solar system featuring the following planets each code named by the inquisition for reasons known to few.

ZONE OF SILENCEPLANET: Solitude

This planet was a fortress world to its former rulers. A forgotten race of which little-to-nothing is remembered. Its defences outlived the race which built them. Only a small force can land here at any one time, any force too large will be identified as an invasion force by the still largely functional planetary defence grid. This includes deep striking too much in one turn.

GAME MECHANICS

• Only D3 Units deployed per a turn. • Any models/units with the infiltrate, scout or outflank special rules do not count towards this

number and can be deployed aswell.• After Turn 1 if a 5 or 6 is rolled then the players forces each unit rolls on the deep strike

mishap chart.

PLANET: Serenity

A dense gas planet that has undergone the process of terra forming. Quantum particle manipulation has been used to endlessly compact this planets matter, slowly but surely the process is working, you can now even walk on the bizarre and solid putty like mass beneath your feet.

GAME MECHANICS

• All terrain is difficult. • Heavy Vehicles may only move D6 inches. • Deep strikers must take pinning tests and the mishap table receives a +1 modifier.

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PLANET: Sanctuary

Sanctuary offers little in the way of real sanctuary these days. The landscape reveals the still crumbling foundations of what would have once been classified as akin to a Hive World. Mysteriously the planet creates a psychic null field preventing any firm link to the Immaterium. It’s also full of revenous packs of ferral Tyranids. Remnants of Hive Fleet Gorgon, originally drawn to this planet by an unknown force, but now left beastial with little synaptic control.

GAME MECHANICS

• Tyranids may appear to attack your units. Roll a D6 if you wander past a nest hole. • On a 1-4, D6 Ripper Swarms appear. On a 5-6 D3 Tyranid Warriors appear• The null field impacts the Psychic phase. D3 Warp Charges generated and -1 to Perils of the

Warp tests. Also Perils are generated on double 3’s as well as 1’s and 6’s.

PLANET: Silence

Silence has crystalline structures in the atmosphere which act as harmonic absorbents. Those with hearts can hear them pounding in their ears before battle. The crystals in the air make it dangerous for flyers to move at speed. Each race is assumed to be capable of surviving this atmosphere through technology, evolutionary traits or like Orks, robustness. Still, it takes its toll. All units have T-1.

GAME MECHANICS

• The crystals interrupt communications. Any ability that requires verbal communication (Waahs, orders, etc.) must pass a leadership test. If they already require a leadership test then -2 modifer is in affect

• Zooming flyers take dangerous terrain tests• Night fighting rules apply due to atmospheric distortion

PLANET: Serendipity

An ex-Eldar bastion planet plagued by warp storms as it sits at the edge of the Zone of Silence. A nomadic planet cast adrift after the great cataclysm that befell the Eldar. Like a warp-comet, it travel the void trailing with it a great tail of the Immatarium. The warp plays and endless role in disrupting battles and forces that visit here.

GAME MECHANICS

• At the start of each player turn, that player must roll on the Mind Warping Table - all effects last one player turn unless specified.

2D6 Drone Technology Inferment Roll2 - 3 A New Connection One random character (assign numbers

and roll D6) must role for perils of the warp, even if your not a psychic being, if the model survives they are gain one primaris power for the rest of the game and are psyker level 1.

4 - 5 The Weight of the World One random (see above) unit takes a D6 strength test or gets pinned for this turn.

6 - 8 Time Warp For each moving unit role a D6, on 4+ the unit gains fleet for this turn.. If they have fleet they can move 2D6 on this turn.

9 - 10 Illusions of Grandeur One unit gains Feel No Pain (5+). But suffers the wounds in the following turn. If already has Feel No Pain then +1 modifer. (i.e. 4+)

11 -12 Warped One unit can teleport anywher eon the board. Deep striking rules apply, including mishaps e.t.c

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VICTORY CONDITIONSNow that you've selected your Campaign Generals, your Force and gathered your Campaign knowledge it's time to get playing. Each week will have a plethora of small skirmish games which end in a large scale Months End game at the end of each month. Each skirmish will be fought in the Zone of Silence on a specific planet, and the rules can be found below.

VICTORY CONDITIONS While each scenario can strengthen and embolden your factions power, this is not absolutely an accumulative game, its not over until its over so get prepared to snatch defeat from the jaws of victory.

Additionally within each faction stands the possibility of betrayal upon certain conditions. Will you risk your faction’s victory to snatch victory for your race? A scenario will present this opportunity, but its not without its risks!*special - a surprise victory condition may or may not be revealed to certain races in the game, this allows a Race to win the game independently of its faction. To clarify there can be a faction winner and a race winner.

KNOWLEDGE POINTS Each time you play a battle you will gain a knowledge point. You can also gain an extra knowledge point for accomplishing certain objec-tives (to be revealed in scenario). You can collect and spend these in the month end scenarios as will become clearer at that time. You can also use them to augment rolls on the ‘Research’ table. Each Knowledge Point gives you a re-roll, but if you fail you will not regain a Knowledge Point.

Victory Condition VPTaking out an enemy HQ choice. +1

Destroying three units in a turn. +2

Taking out a Supreme Commander +2

Winning a Battle and holding/challenging all the objectives at the end. +2

Winning a Battle +1

Holding all the Objectives for one turn +1

Defeating 75% of enemy forces in a battle. +1

Defeating 95+% of enemy forces in a battle. (not stacked with previous vp) +3

Defeating a Supreme commander with your Supreme Commander in a challenge +5

Winning a Scenario +5

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PLAYER ROLLHere you can find the players who are taking part in the Broken Legacy and what armies they are taking:

PENDIN

G P

LAY

ERS

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PENDIN

G P

LAY

ERS

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First it flickered, and then it went out...

War is coming.