T h e Fate O f D i o n y s i s
A Kettil’s Keep Warhammer 40K Campaign
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
The Fate of Dionysis By Shane Will & Nate Markel
CONTENTS Introduction
3
The Planet Dionysis
5
The First War for Dionysis
6
Prelude to Carnage
8
The Red Corsairs Dionysis Outbreak Imperial Forces on Planet The Crimson Fists The Death Korps of Krieg Vorsehung Grenadiers The White Scars The Raven Guard The Grey Knights The Marines Optimi
The Second War Begins
10
The Chaos Forces on Planet The Word Bearers The Night Lords The Pyre The Purge The Relictors
12 13 14 The Campaign Rules 15 16 17
Rules and story for the campaign written by Shane Will and Nate Markel With 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
2
The Fate of Dionysis
18 19 20 21 22 23 27 28 29 30 34
Introduction A few years back I ran a campaign with the battle tree from an issue of White Dwarf. The players involved used different armies than were in the article (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.
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 campaign, 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 everyone. It is the grim darkness of the far future, and there is only war.
What you hold in your hands is the story of that first war, what’s been going on in the century since it Shane Will fell, and the beginning of the second war. Also you March, 2011 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
Introduction
3
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) This was not a problem for the peoples of Dionysis-Prime in the least. The location of the fortress Dionysis-Prime was in a region that would produce no grown food anyway, and was to arid for the livestock raised Summery: The planet of Dionysis-Prime is an there. Agriworld. They produce food to feed Imperial Guard regiments who are on battle fields across The Dark Angels never interacted with the people, the entire Segmentum. and any invitation by the Governor for audience or meeting were ignored. In fact, it was 250 years after the Dark Angels left and requested the Crimson Fists guard the fortress before any human on planet knew they were even gone. As after one said invitation, an Astartes did answer, and had to explain they were not a Dark Angel, but a member When colonized, members of the Adeptus Astartes of the Crimson Fists who had been charged to profrom the Dark Angels chapter requested to build a tect the fortress and the people of Dionysis. fortress on the surface. They offered to provide protection to its people with the Astartes left to pro- It is unclear why the Dark Angels left Dionysistect the fortress, as long as the people living on Prime. They had been on planet from the 30th milplanet would stay a certain distance away, and no lenium until the 39th. They sent out a call to food stuffs would be produced within this distance nearby Astartes and was answered by the Crimson as well. The Planetary Governor and Administra- Fists. Only they now know what secrets are held tum agreed, and the Dark Angels built their within. fortress. Colonized shortly after the Age of Strife, the people of Dionysis-Prime have never missed a tithe. The planet has stayed out of the attention of the Administratum for this fact.
The Planet Dionysis
5
The First War For Dionysis
Quickly reenforceing the Crimson Fists who went on the offensive at the sight. Also they hit the mountain regions to engage in close combat with World Eaters, and the city gates. where they poured through the streets, meeting in firefights with Word Bearers.
Waiting in the cold darkenss of space, an evil watched Dionysis-Prime. They were waiting for the imperial ships that were picking up the food stuff tithes to leave system. They were members of the Word Bearers legion of Chaos Space Marines. With them was a force with one thing on their mind. Invasion. Along with the reenforcing Ultramarines, regiments of the Imperial Guard from Cadia landed When night fell one week after the imperial ships left on the surface. The ground rumbling beneath system, they descended and brought carnage and fire the treads of their tanks. to the quiet planet’s surface. Led by Zhyrehk The Hammer, the Word Bearers struck the Capital city. He Full war had broken out, and the planet of Dionwas not alone, and members of the World Eaters legion descended to the planet as well, their Dreadclaws pock marking the land around the Crimson Fist defended fortress. The farmlands lighting up with lasgun flashes from cultists that dedicated to the Dark Apostle Ealaak. The Crimson Fists held out defending the fortress, the chaos forces not able to breach the walls, and sent out a distress call. Local PDF did not do as well. They were poorly trained, and had no actual combat experience. Their corpses piled up quickly, the heads taken by World Eaters, and their souls by the Word Bearers. The Crimson Fists were relieved when after only two days they received an answer to their call. The Ultramarines Battle Barge “His Divine Grace” was only three days away at full warp travel. A call was made to the Governor’s palace was hailed with the good news, but it was not the Governor’s voice that answered, nor was it entirely human. The answer said “Excellent, more corpses for the grinder.” The three days seemed like months to the beleaguered Crimson Fists, but they held, and on that third day the sky lit up with flashes of what would appear to the untrained eye as meteors. But, these were no meteors. These lights were the atmosphere burning around the Ultramarines Drop Pods. The Ultramarines struck like a hammer on an anvil.
6
The First War For Dionysis
point had not been a part of the battle). They began to set up a staging post on the moon. The Ultramarines sent a large force there to stop this from happening. The battle saw the death of the members of the 2nd Company that went up there, and most of the Thousand Sons awaiting them. Zhyrehk paid them their prize, and they took no more part in the war.
ysis would not be an easy prize for the Heretical Space Marines of the Word Bearers Legion. The combined forces of Crimson Fists, Ultramarines and Cadian Regiments gained ground in the beginning. Pushing back the chaos forces, and even retaking the Governor’s Palace. It looked like the heroes of the Imperium 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 it back and were holding it fell for a ruse by the Word Bearers. Zhyrehk had made it clear to the Ultramarines that his forces were in disarray and fiented a last ditch effort attack on the Palace. This made the Ultramarines go on the offensive again and meet the small force, believing they were just cleansing a pocket of resistance. The Word Bearers then hit with reserves that overtook and annihilated the sons of Guilliman. Zhyrehk had sent only enough of his men to accomplish this task, and did not retake the Palace, happy to have cleared it out and set the stage for his final assault.
The stage was now set for the final battle and the last push of the chaos forces. Zhyrehk massed his forces at the end of Carthage Bridge. The other side was the Crimson Fists and thier allies. The waters of Dionysis ran red with the blood of the fallen that day. The Chaos Space Marines striking to quickly for the Cadians to react. With their artillery gone the Astartes knew that they could not hold out long. It was quickly decided that three Crimson Fists would leave planet, and return to Rhynns World and report on what would happen. The Ultramarines and the remaining few Crimson Fists vowed to hold the line till the chosen three could escape. The last Imperial to fall that day was an Ultramarine Techmarine named Hephaestus. Meeting Zhyrehk in single combat, he fought hard for over twenty minutes. Alas he was no match for the Word Bearers general, and as he laid on his back he saw a small glint of light leave the atmosphere as his chest was punctured by the villain’s dark blade, just before a boot crushed his skull.
The second battle took place not on the surface of Dionysis-Prime, but on it’s satellite moon of Gambrious. He made a deal with members of the Thousand Sons Legion (who up until this
The First War For Dionysis
7
Prelude To Carnage
imperial counter attack came.
Dionysis-Prime now belonged to Chaos. More specifically to Zhyrehk. With a free hand to shape a virgin imperial world the Word Bearer Corypheus began a century long pogrom of religious conversion. The beleaguered citizens of Dionysis bereft of their imperial protectors were given no choice but to convert or die. Though even capitulation was no sure guarantee of survival, as the most devout were sacrificed to consecrate the fertile ground of Dionysis to the blighted earth suitable to the construction of great cathedrals and basilicas dedicated to the dark gods of Chaos.
Eventually the attack did come, though it took the Crimson Fists nearly a century to lobby the sector lords to grant them the crusade and gather their forces. Their “volunteer’ guard
Within a few decades millions had died, and a new world was taking shape; a world on a path to becoming a daemon realm. Though Zhyrehk had won the war for the planet, soon his will would be contested again as various other Chaos warbands flocked to Dionysis as the one safe harbor to renegade forces within the Gerbersian Subsector. Among the first of these was a small warband of Night Lords, aboard their Strike Cruiser Midnight transports in tow, the crimson fists arrived in Interloper. Though they swore nominal allegiance to Dionysis system to retake the planet and the Asthe Word Bearers it was clear to both parties it was tartes fortress on the surface. Amongst the imonly an accord of convenience and would not last if perial guard regiments seconded to the Crimson tested. Staying mostly out from underfoot the Night Fists were three Regiments of the Death Korps Lords began raising a modest renegade militia force of Krieg, six Vorsehung regiments including the to aid in the defense of Dionysis when the inventible elite 18th, and three Brevian Centinial regi-
8
Prelude To Carnage
lies to support him in holding Dionysis. He would deny the imperials, then launch his own “Black Crusade”. First to answer was two understrength companies of Renegade Relictors Space marines and their Battle Barge the Septimus. They had come to Dionysis on some esoteric mission to ring a bell that Zhyrehk had installed in one of his cathedrals, the Tocsin of Discord. Next were the exuberant Pyre, come to Zhyrehk’s aid for some undisclosed prize. As the imperial Fleet approached Dionysis it was clear to both factions that the war would favor the Imperials. While the Chaos forces had impressive ground armies their few battle barges and strike cruisers, while individually powerful could not contend with the might and resources of the 2nd Gerbersian Navy Attack Flotilla. Knowing they would be lost in a direct confrontation Zhyrehk ordered his fleet to the perimeter of the system and to wait for an opportunity to strike. On planet the various chaos warlords and their armies prepared for the inevitable planet strike. As the dropships massed and the 2nd Attack Flotilla began preliminary bombardment a Relictor Capments. Amongst these fine formations include tain walked through the doors of Zhyrehk’s mightiest infantry, armor, and artillery regiments. To transchurch, holding a strange hammer. port, this grand army, this Crusade, was the 2nd Gerbersian Navy Attack flotilla. Meeting the Crusade fleet in system was a battle barge of the marines Optimi, who had apparently been in chase of renegades marines known as the Purge which had fled to Dionysis. Unable to attack a planet under the sway of traitor marines on their own they had lurked in system planning a daring lightning raid until they had picked up the incoming crusade fleet. A fleet of that size cannot approach in secret. Zhyrehk of the Word Bearers gathered his forces and sent fast warp runner ships to his al-
Prelude To Carnage
9
The Second War Begins As the drop ships broke the atmosphere and the drop pods of the Crimson Fists and Marines Optimi fell, the Relictors Captain Geta struck the hammer against the old and filthy bell. Calamity struck the landing imperial army. A demonic incursion coalesced with their own drop ships and begun to slaughter the occupants. Landing ships veered out of formation and struck one another, two entire regiments of the Brevian Centenials never even made it to the planet, murdered
within their own ships, belted in and toothless. This demonic incursion had actually been destined for a battlefield in the neighboring Gothimos sector but had been waylaid and hijacked by the ringing of the old bell. They would fight now instead on Dionysis under the rule of the frustratingly ambivalent demon prince known only as Blood Hunter. Meeting the attacking imperial forces was a host of rebel militia, rag clad and poorly equipped they were massacred by the Crimson Fists and their Imperial Guard allies. This rabble was merely Zhyrehk’s diversion, a time buying manoeuver. Though wasteful of his vassal’s lives it did succeed. A chaos strike force had arrived in system, and with the ships that had been lurking at the edge of the system drove the crusade fleet of the Crimson fists away. As the Chaos strike fleet fell into chase of the imperial fleet a drop force of Red Corsairs bearing the blessings of Tyrant of Badab landed on planet to aid Zhyrehk and increase Huron’s prestige in the sector. Cut off from their support fleet the crusade sent out an astropathic call for all available imperial forces to divert to Dionysis. No less than three Space Marine chapters answered the call and immediately landed their own forces on the planet: the White Scars third company, and the Raven Guard third company and a contingent of Grey Knights there to purge Blood Hunter’s Demon army. Though the fleet action is still undecided the war on Dionysis has begun. Triumphant from their victories at the landing fields the Imperials strike out from their beachheads into Chaos controlled zones as the defending armies redeploy and stream towards the combat areas. Glory to the victors, and damnation to the defeated.
10
The Second War Begins
Forces Of Chaos The following pages list the seven armies aligned with Chaos 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 disposition of each army on planet. How many warriors they have, as well as other key officers.
12
Forces Of Chaos
The Word Bearers Legion
Force Disposition: 14 Companies, along with demonic armour and equipment.
Official Name: The Host Ealaak Word Bearers 17th Legion Torkal the Gluttonous fiend, a word bearer entombed in a dreadnought who killed the Armies Commander: Zhyrehk The Ham- population of Dionysus secundus, the mer, Lord Subjugator of Dionysis southern continent when they would not listen to orders. Reason For Being Involved: Zhyrehk’s Word Bearers are the rulers of Dionysis, Also, possibly whispering in Zhyrehk’s ear, and it is his plans that the other Chaos and has not been seen in the last century forces on planet follow. is the Dark Apostle Ealaak. Overall Goals: Create a nexus of chaos Moral At Beginning Of Conflict: High, energy on the planet, to fully consume it in they own the planet and it shall be touched chaos as a demon world, and use it as a by chaos irrevocably, and none shall stand staging point for a black crusade. in their way.
Word Bearers
13
Reason For Being Involved: Drawn to Dionysus to embezzle manpower from the Official Name: Hoplite Stygian civilian population of the Word Bearers domain while nominally supporting the Dark Armies Commander: Brother Sgt Moez Apostle. Crusev 16th Company 8th Legion, Night Lords Moral At Beginning Of Conflict: The Hoplite is hungry to a chance to fight and Stratukar Tarrare the Famished. Heretic prove their metal to their Night Lord masters human leading the renegades. and make the imperials pay dearly for their hypocritical sophistry.
The Night Lords Legion
The Night Lord demigods look to increase their standing amongst the traitor legion forces within the Gerbersian Sector and loot power armor and Gene Seed from the loyalists attacking the planet. Force Disposition: Brother Sergeant Crusev has forty three marines remaining of the 16th company. The Hoplite Stygian is a militia army consisting of three cores of six divisions each, each division having three regiments. Each Regiment has five companies (three light infantry, one support, and one heavy infantry).
14
Night Lords
The Pyre 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 Conflict: Highly Extravagant, and Exuberant Force Disposition: A combination 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 mander Sidonius
Com-
The Pyre
15
The Purge Official Name: The Pestilent Host of Captain Tor Mograhn Armies Commander: grahn The Decayed
to survive the vicious ground battle with the Marines Optimi, and break out.
After their battle with the Marines Optimi they lost most of their motor pool, and have Captain Tor Movery little going into Dionysis, and nothing more larger or powerful than a rhino
Along with former Codicier Librarian Galthor Reason For Being Involved: Regrouping after disasterous encounter with the Marines Optimi. They were given refuge by Zhyrehk in exchange for service in the coming 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 terminator armour. Who have been gifted by their God Nurgle, to become Plague Marines. The Bubonic Reborn, a squad of Chaos Marines so devoted to Nurgle, they have become possesses with his demonic energies. This squad is the only one of The Purge 16 The Purge
The Relictors Official Name: The Covenant of Discord Armies Commander: Lord Carcalla 5th Company Captain Geta 8th Company Reason For Being Involved: The Relictors have the Hammer of Resounding, and they come to ring the Tocsin of Discord. 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 Conflict: High, because of newly joining up the 5th and 8th companies, and becoming more proactive. Force Disposition: The remanders of 5th battle company, and the 8th assault company. Arriving on one battle barge (The Septimus)
The Relictors
17
Reason For Being Involved: He’s down on Dionysis leading troops for Huron, to Official Name: The Bones of the Bloody gain favor with the forces on the planet for Court when he arrives to lead.
The Red Corsairs
Armies Commander: Gorothrim the UnMoral At Beginning Of Conflict: High entombed
18
Red Corsairs
Daemons of Chaos Official Name: Dionysis Outbreak Armies Commander: The Daemon Prince known Blood Hunter
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 Reason For Being Involved: Was to be link to the warp is weak. summoned to Gothimos but a word bearer intervention ritual brought them to Dionysis instead.
Dionysis Outbreak
19
Imperial Forces 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 disposition of each army on planet. How many warriors they have, as well as other key officers.
20
Imperial Forces
The Crimson Fists Official Name: Crimson Fists 4th Company Armies Commander: Alrik
Captain
Reason For Being Involved: To retake the Fortress they lost in the first war for Dionysis. As well as saving the planet they were 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.
Crimson Fists
21
Each siege regiment is made up of 2 battalions of soldiers with 6 companies each, Official Name: Krieg Siege Brigade “The and Cavalry groups composing of Death Anvil of Death” Riders and Grenadiers mounted in Centaurs. Armies Commander: Field Marshall Khyron Haig. Attached Lord Commissar MaxiThese companies are then divided into 7 milian Von Ludendorff. Field Commander, Platoons with 6 infantry squads, weapons Colonel 458-12 (Stuart Halifax, of the 67th teams, and armoured transport. Each Krieg Siege Regiment) squad containing 10 Krieg soldiers.
The Death Korps of Krieg
Reason For Being Involved: Assigned to In total, at the beginning of the conflict over the mission by the Administratum for their 6,000 Death Korps of Krieg soldiers (Not inexpertise at siege warfare, and ability to cluding support) make planetfall. 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 stationed on Dionysis is divided into 2 Regiments, the Krieg 67th and the 92nd. They have also been attached with members of the Krieg 435th Armour Battalion. 22
Death Korps of Krieg
tum, who knew that supply lines in the beginning would be sparse, and the guard on Official Name: The Royal 18th Company planet would be without for some time. Vorsehung Grenadiers
The Vorsehung Grenadiers
Moral At Beginning Of Conflict: Proud Armies Commander: Colonel Commissar and Irwin Rammelmeir excited. Reason For Being Involved: Due to their Force Disposition: The entire Royal 18th reputation for lasting heroic long without Company of the Vorsehung Grenadiers supplies, they were sent by the Administra-
Vorsehung Grenadiers
23
History of The Vorsehung Grenadiers The Glorious History of the Royal 18th Company Vorsehung Grenadiers – 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 governing agency. It was instead inhabited by a multitude of semi-cooperative nation states. The nation states of the northern hemisphere, bearing a more moderate climate than their southern neighbors, was characterized by a largely agrarian economy. Due to the harsher weather typical of the southern hemisphere, and the abundance of iron deposits to be found there, most of Vorsehung's industrial production took place in the south. In large part, these products took the form of sturdily constructed Vorsehunginate whaling anchors and sailing instruments, (Friedengelt scrimshaw totems remain popular feast day gifts) and elaborate transcontinental rail systems 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 however saw these once largely autonomous nation states galvanize into two primary allegiances, to put it simply. After centuries of cultural and territorial gains, the northern agrarian nation states came under the influence of the commonwealth of Brythanica. Brythanica was regarded as the cultural and intellectual center of the planet due to a millenia old Schola Theologica complex of interplanetary renown located in the capital city. The lesser kingdoms would frequently send their brightest pupils to the Schola for training as imperial Ecclesiarchs and bureaucrats, who would then return to their homelands with Brythanic sympathies, culture, and theologies which over time granted Brythanica cultural dominance in the north. The southern nation states however struggled to hold on to their individual cultural identities, while at the same time compete with each other industrially. Afraid of the Commonwealth's influence, the industrialized nations agreed to form a new coalition at the historic Friedengelt Conference. Here they agreed to adopt a common currency between them with which they could maintain their nations individuality, while at the same time compete against Brythanica's overwhelming agribusiness. This new allegiance became known as the Friedengelt Trade Bloc. Ideological conflict between the two superpowers drew a stark line that grew over time. The Friedengelt Bloc prohibited the sending of youth to the Schola in order to prevent further “ideological infection.” Trade Bloc products began shipping off world via an exclusive contract with Khaldeansburg – a seafaring hive in a nearby subsector that would fall to traitor incursion only a few decades later. Eventually, tourist visas to Brythanica were no longer obtainable in the Bloc, and the relationship between the two hemispheres became solely economic. Brythanic emissaries and tradesmen were forced to endure heavy tariffs and were only admitted beyond Friedengelt borders under heavy escort, and only long enough to finish their business. Border patrols and check-
24
Vorsehung Grenadiers
points became the only real contact between the two coalitions.
However that would change after an incident involving a young Brythanic seminarian named Theophilus Burke. Concerned about the spiritual health of his southern brothers, Burke and two fellow students entered the Bloc in secret on a missionary journey to visit the faithful among the Friedengelt. Yet after three months, Burke was returned to the commonwealth along with the corpses of his brethren. His tongue and thumbs had been removed and the word “PROSELYTE” carved into his chest. Brythanica considered this an act of war and quickly amassed troops at the border. Satellites of the commonwealth quickly swore allegiance and lent their aid as well. However, the individual nations within the Friedengelt Bloc had already prepared for this eventuality. Under a web of protectorates and military allegiances, the bloc quickly mobilized colossal artillery divisions that they had been amassing in secret. The commonwealth were not expecting such a lighting quick display of force, and several of the smaller border states were captured within the first months of the conflict. Even more startling than the dubious speed of the Bloc's attack, were the sickly orange banners with heathenous sigils adorning the Friedengelt armour. The Bloc had rejected the Imperial Creed as a symbol of Commonwealth oppression and yolked themselves to foul foreign idols of waste and fever dreams. The Commonwealth was desperate to stop the Bloc's advance and built vast trench systems alongside the newly formed border between the two powers. Much ground had to be abandoned due to the Friedengelt artillery batteries, which had pulverized dozens of commonwealth villages and towns. A war of attrition began to take shape among the rolling plains of 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 the numerous Friedengelt foundries. To make matters worse, the only working star ports on the planet were under Bloc control, essentially isolating the northern coalition. A distress call was made to any imperial forces in the sector able to lend aid. The closest imperial battalion able to assist was none other than the Black Templars Space Marine chapter. However, due to fickle warp travel and other military engagements, the templars explained it would be at least two decades before they would be able to make planetfall. But given the natural resources in the available territory, and the pace of the war set within the first year, Commonwealth Quartermasters and Munitorium Officers calculated that the Imperial forces only had enough supplies and munitions to last six or seven years under the Friedengelt siege. Under the traitor blockade, they would be bled dry long before the templars could arrive. Realizing they lacked the mobility or firepower to seize the initiative versus the Bloc, the Brythanic Commonwealth prepared for a war of attrition of the grandest scale.
Trench lines sprawled for hundreds of kilometers across the borders, punctuated by pockets of artillery batteries, barracks and field hospitals, rail lines, and sapper tunnel entrances. The no mans land which developed between the lines was equally massive, several kilometers wide in some places. As the decades passed the lines shifted back and forth, neither force gaining ground for too long before being pushed back again. The once verdant pastureland became a blasted Emperor forsaken wasteland, rife with poison gas, minefields, and razor wire, and other traps – devoid of any life. Labyrinthine tunnel sections mirrored their above ground counterparts, with new sections being dug, discovered, and detonated frequently. The ecclesiarchy raised hundreds of front line tabernacles which hosted twenty four hour prayer abbots, fervently petitioning the Emperors saints for deliverance and stewardship. The great Commonwealth cities were gutted for anything that could be used at the front, and the entire coalition developed a spartan lifestyle. Statues of previous regents and heroes, park benches, silverware, dental fillings, anything that could be smelt and re-smelt into ammunition was cannibalized. Companies of scavengers were conscripted to scour no mans land for spent shell casings. Even the great royal houses were not exempt, graciously donating their pleasure barges and mirrored courting aprons to the cause of the faithful. Everything was counted, reused, salvaged, and rationed. The Trade Bloc however, in grotesque mockeries of the commonwealth scarcity, adorned their armour and vehicles with ornate bronze filament and gilded draperies – decadent in their resplendence. Their officers, often the fattest and most satiated among them, would rest atop iron palanquins carried on the backs of the captured faithful or those unwilling to submit to the ruinous powers that had provided for them. Led by the traitor warden, Kaiser Fleischbach, the Friedengelt troopers quickly became a hated symbol of treachery. The years wore on, the Friedengelt unable to gain the initiative, the Commonwealth staunchly refuting any quarter, but not gaining any ground. The six year mark passed, and then the seventh, and the tenth, and the twentieth. And after a grueling thirty two years of attrition, the Black Templars announced their imminent arrival. Mechanicus Statiticians argue to this day over what became known as the “Vorsehung Providence Anomaly.” Some believing that the Commonwealth quartermasters had gotten their original calculations wrong, others that the Brythanics were simply immaculate stewards of their resources, the Commonwealth Infantry believed it was the deliverance of the Emperor that brought them through. A number of legends still circulate of soldiers in the midst of battle removing empty clips only to find them full to the brim again, or vast portraits of the Great Saint spelled out in fresh ammunition discovered in no mans land. The anomaly is currently under investigation by the Sisters Sororitas.
the Friedengelt foundries for the sake of bolstering the supply lines of nearby theatres. High Marshall Helbrecht, hearing of the miraculous survival of the commonwealth, prepared to make planetfall himself. He contacted the Arch-Tactician of the Commonwealth forces, Baron Ananias Khanbiata IV, to organize an orbital drop to break the Friedengelt lines. Khanbiata and Helbrecht together planned an attack on the Malaise pocket, a trench-fortress located deep within Friedengelt lines. The templars would make planetfall among the complex, while at the same time the Brythanic Grenadiers, veteran companies of the Commonwealth forces, would exploit the hole made by the Astartes. Together they would march into the supreme Friedengelt Headquarters, and force the submission of The Blaspheme Kaiser and his retinue. However, due to a mix of Friedengelt spies and a fierce atmospheric tempest, the Templars were scattered and isolated across the traitor lines, and the assault times were miscommunicated to the infantry. The grenadiers were left flat footed and began the advance much too late. Worst of all, the High Marshall and his retinue were stranded amidst the trench-complex of the Malaise complex, pinned down by enemy artillery. The Royal 18th led by the Veteran ColonelCommissar Irwin Rammelmeir began a three day crawl across the wastes into the Malaise Pocket. The grenadiers, crawling through the treacherous mud, the poison night sky red with thirty years of afterglow and anti-flak explosions, watched as the Templars drop pods plummeted from the heavens like the prophesied meteors of Erastus. Truly, the deliverance of the Emperor had arrived, and they were to be the instruments through which he would bring it forth. They arrived on the third night at a ridge just behind the crashed drop pod of the High Marshall in a long abandoned trench section. In the dread blackness the Colonel Commissar rallied his men for the final charge. Whispered orders to affix bayonets, grenades primed, Rammelmeir pointed to the sky and said “As the stars of judgment fall
When they arrived, the Templars were astounded to find any remaining faithful alive on Vorsehung, and had actually only bothered to pass by the world for the possibility of recapturing
Vorsehung Grenadiers
25
upon them, so our fists fall upon the traitor legions. The time is now. For Helbrecht. For the Commonwealth. For the Emperor. OVER THE TOP!” A withering array of grenades fell upon the startled traitors, and soon a hail of bayonets accompanied by the advancing swords of the Knights Templar along with them. The 18th and Helbrecht swept through the enemy trench complex with a fury of sword and flame, and soon the supreme headquarters was in imperial hands. Helbrecht and the 18th continued on toward the Friedengelt reserve capitol, with the rest of the grenadiers exploiting the long awaited hole in the Trade Bloc lines. Their supply lines cut, the traitors were unnerved, surrenders came easily – pardons did not. Vorsehung once again was under uncontested imperial rule, and the long road of purging the remaining populace began. The Templars were impressed by the nigh emaciated supply structure of the Commonwealth forces, as well as their as-
26
Vorsehung Grenadiers
tounding faithfulness. Helbrecht personally oversaw the founding of the Royal Grenadiers as a legitimate Imperial Guard Regiment, and bestowed upon the 18th a number of Holy Bolters as a gift for their daring advance. Dubbed the Royal Vorsehung Grenadiers, the 18th participated in dozens of theatres across the sector and beyond. Fighting against horrendous traitor and xeno alike, gaining for themselves a reputation for their small supply requisitions and stubborn denial of territory – specializing in resisting siege warfare and battles of attrition. Their most recent involvement in the battle for Dionysus will see 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 addition, an experimental unit composed of refugees from the 18th's last campaign on Golgotha has been trained at the Schola Psykana for use as Sanctioned Psykers, and will be seeing action in the upcoming theatre.
Moral At Beginning Of Conflict: Leery of being committed to a poorly planned impeOfficial Name: White Scars Third Comrial offensive of which they had no part in pany, Fifth Legion planning
The White Scars
Armies Commander: Korsoro Khan, Force Disposition: Third Company White Commander of the Third Company Scars plus supporting elements. Reason For Being Involved: ReinforceKhan has granted the right of trophy to his ments for the initial crusade wave landed troops. Champions of the opposing forces on Dionysus after the crusade fleet was defeated will have their skulls cleaned, scattered. bronzed, silver plated, and used to decorate the bikes of their slayers.
White Scars
27
The Raven Guard Official Name: Raven guard 3rd Company
Moral At Beginning Of Conflict: Battle wary but determined.
Force Disposition: The entire third comArmies Commander: Shadow Captain pany, along with armour from the motor Shrike pool, and Techmarines Librarians and Chaplains. Reason For Being Involved: On Crusade in a nearby system and answered the call Led by Shadow Captain Shrike, and supto help the Crimson Fists ported by Captain Jacob Peregrinus
28
Raven Guard
Grey Knights 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
29
Marines Optimi
Dionysus.
Official Name: Marines Optimi Task Force Moral At Beginning Of Conflict: Very Maximus high, coming off a campaign of victory against The Purge. Armies Commander: Grand Chaplain Maximus Force Disposition: Members of the first Dreadnought Company (Brother Librarian Reason For Being Involved: They are Zachrous), The entire 3rd company, The chasing remnants of The Purge from a pre- ninth scout company. vious campaign who have taken refuge on
30
Marines Optimi
Marines Optimi – Blood Angels Lost Second Founding Created as part of an exploratory and expansion force in 021.M31 between the Adeptus Astartes and Adeptus Mechanicus. The main idea to found a forge world chapter home that could be an outpost for far reaching ships and a foot hold for explorers and Rogue Traders. Originally tasked with the defense of the expansion fleet and the settling of an outlying system planet the chapter was pulled mostly from existing scout and assault squads from the Blood Angels Legion assuming training and requirement would happen in route.
Optimi Battle Fleet: Home Fleet: Forge Ship Glorious Hammer (Fortress Hammer of the Emperor) Population 230 Million Glories’ Shield – Strike Cruiser Hammer’s Blow – Strike Cruiser Fist of Blood – Hunter Class Destroyer Ancients Fury - Hunter Class Destroyer Rights of Blood - Hunter Class Destroyer
The first (and only) ship in its class, the Imperial Forge Ship Glorious Hammer set sail from dock at Titan with her battle barge escorts tailing behind. Her destination the new supposed home in the Dominion of Storms area of Segmentum Ultima. Smooth sailing to the warp jump point set the crews at ease for a quiet and clean journey into the unknown. The first warp jump would prove to be their undoing. 2 days into their first warp jump the fleet was dumped out of the warp by a major shockwave, which killed all the astropaths aboard the fleet. The fleet commander, with no other real option began to run at full cruising speed toward the nearest inhabited sector.
1st Fleet: Wings of Blood - Battle Barge Fist of the Heavens – Strike Cruiser Angry Spirit - Gladius Class Frigate Traitor’s Demise - Gladius Class Frigate Glorious Battle – Nova Class Frigate
During the 10,000-year transit time between the point they dropped out of warp space and the time they finally found a loyal planet to report changed the chapter’s marines, each Optimi Angel constantly fighting the rage that built inside of them for thousands of years, the chapter was forced to slowly begin the process of selecting new recruits from the forge ship’s crew to replace the few dark souls who succumbed to the rage in their hearts. This only deepened the wound when finding a loyal planet, as the forces of the Emperor didn’t recognize them, being that the chapter had been declared lost and destroyed in 401.M34.
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 construction 002.M42)
After a long period of trials and questioning the chapter was approved loyal by Inquisitor Cail Markos (250.M41). Tasked with completing the mission they first were tasked they set off once more to find their home. A short and uneventful trip later found them looking at a set of dead worlds stripped bare of the life that had once thrived there, unlivable and destroyed in the 10,000 years since they had set out, The only hints of what may have happened lay in large biomass sections found floating in the area closest to the lifeless star. Undaunted by thousands of years aboard ship, Chapter Master Zachele Kiegle declared the Forge ship Glorious Hammer to be the chapters new home, and set about doing what his chapter had been tasked with nearly 10 thousand years earlier, and began to send the fleet out seeking to crush the enemies of the Emperor of Mankind.
2nd Fleet: Blade of Blood - Battle Barge Moment’s Excellence - Strike Cruiser Loyalty’s Seal - Gladius Class Frigate Blessed Rampage - Gladius Class Frigate Reason’s Fire - Nova Class Frigate
Optimi Armory: Led by – Tech Brother Ukobach 40 Techmarines 250 Servitors 40 Predators 25 Baal Predators 20 Vindicators 40 Whirlwinds 17 Land Raiders 43 Stormraven Gunships Optimi Forces of Battle: Chapter Commander: Zachele Kiegle – “High Commander of 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 Priests 7 Unassigned Librarians
Marines Optimi
31
First Company – Dreadnought Company– “Glorious Dead” Captain – Koi High Chaplain – Sirgento Librarian – Zarcharis
8th Company – Devastator Company – “Death’s Reach” Captain – High Chaplain – Librarian –
50 Dreadnoughts 10 Veteran Tech Marines
10 Devastator Squads
Second Company – Veteran Company – “Defenders of Reason” Captain – Obi Vious “the Bold” High Chaplain – Maximus “the Strong” Librarian – Thomas “the Stout” 6 Tactical Squads 3 Assault Squads 1 Devastator Squad Third Company – Battle Company – “Knights of Blood” Captain – Obadiah Cain High Chaplain – Peter Santhem (MIA 001.M42 at Medusa V) Librarian – Mathew Desantos 5 Tactical Squads 5 Assault Squads 2 Dreadnoughts 4th Company – Battle Company – “Iron Wall” Captain – Jonah High Chaplain – Rath Librarian – Underlene 5 Tactical Squads 5 Assault Squads 2 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
32
Marines Optimi
9th Company – “The Learned” Captain = Roy Davies Chaplain – Cory Steves Librarian – None Assigned 10 Scout Squads 10th Company – “The Unwashed Masses” (Captain) Brother Sergeant – Valafar Chaplain – None Assigned Librarian – None Assigned 10 Veteran Sergeants 500 Training Neophytes
Dionysis Campaign Rules Format: The campaign will last a total of ten weeks; culminating in a final apocalypse battle. There will be basically four types of battles taking place during "The Fate of Dionysus" campaign: 1. Zone Battle : These battles take place on the planet Dionysus herself and represent the tactical ground war, the give and take of territory and so forth. These battles will be fought on a scheduled time line for specific territories and involve only those armies committed to the ground conflict. Games played for Zone battles will use armies of 1500 points, and lists cannot be changed unless the player wishing to change his army list has lost his last game. In other words as long as you keep winning your list remains the same. Battle Zone games will use the victory track described later in this book to determine scenarios played. Results of Zone Battle games will be reported to Shane or Nate. 2. Sector Battle: These battles take place in the same sector of Dionysus but not necessarily on Dionysus herself. Battles here represent the stability of the Gerbersian sector as a whole, and its effect on the imperial war effort. The armies involved can be any selected from any legal army list and up to any agreed upon points limit. The scenario used for a Sector Battle can be chosen by the players in any manner that they wish. Sector Battles will be recorded on a "Sector Battle Results Card" provided by the Keep.
34
Campaign Rules
3. Final Apocalypse Battle: As the name suggests, there will be a final apocalypse battle involving the armies committed to the ground battle on Dionysus. The points limit per faction will be 14,000 points. If any on planet force cannot make the apocalypse game and/or a faction cannot come up with sufficient points appropriate armies from the sector war may be used. The results of this battle will be recorded by Shane and Nate and added to the campaign total. 4. Set Piece Battles: This last type of battle will be specially organized home brew scenarios that may award minor boons and small advantages to the 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 highest total Campaign Victory Points (CVPs). There will be up to 100 CVPs available during the course of the campaign. Their break down is as follows: 7 Battles Zones each worth up to 10 CVPs each Sector War worth up to 20 CVPs Total Final Apocalypse game worth up to 10 CVPs The outcome of the war on Dionysus will not only determine fate of the planet itself but also the campaign footing (and factions involved!) for the next Kettil's Keep 40k campaign. Additionally top performing armies may even gain some special benefits if their army participates in the next campaign as well!
Victory Track 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 victory tracks are attached to each zone, so if a winning army is transferred away from the zone where they won three games their track stays with that zone and they will pick up the track position at the new zone they've been deployed to; and the army being deployed to the vacated zone would play the next game there at position "III". Progress along each track will be recorded in the campaign folder by Shane or Nate. As soon as a victory streak is broken then the track resets to position "0". As one side wins more and more battles it becomes more difficult for them to keep winning as their forces are stretched out over more territory, they have longer supply lines, and in order to maintain momentum they cannot reorganize. The defenders on the other hand are closer to their supplies and can reorganize to defeat the attackers army.
gains the tile for his faction in that zone and continues to position "II" as the attacker. Position "II" Their line shattered, their territory captured, the defending player's retreating army fights for its life against the "attacker". The "attacker" picks an adjacent tile to a tile they control in their zone and fights a battle to gain control of it. This battle is a "Annihilation" battle fought with a deployment type chosen by the defender as his army fights a rear guard. Note that kill points are not used at all, instead use the rules for victory points exclusively. If the "attacker" wins the retreating army is badly mauled and scattered, the "attacker" gains the tile for his faction in that zone and continues to position "III" Position "III" The "Attacker's" army has reached a hastily constructed rear line of the defending player's army. The "attacker" picks an adjacent tile to a tile they control in their zone and fights a battle to gain control of it. This battle is another "Capture and control" mission with once again the deployment type chosen by the defender. Additionally if the game is a draw, instead of going to victory points the draw counts as a win for the defender. If the "attacker" wins the defenders rear line is broken just as the first was, the "attacker" gains the tile for his faction in that zone and continues to position "IV"
Position "0" No side has the advantage and neither one is deemed the "attacker". The game is a "capture and control" scenario using a randomly chosen deployment type as detailed in the warhammer 40k rulebook. There can be no draws so use victory points as detailed in the back of the rulebook to break ties. The winner of this game has cracked the front lines of their opponent and moves to Position "I" as the attacker. Position "IV" Holy throne this "attacker" is an absolute crusher! Position "I" This "attacker" though may be too bold, the attackTrying to capitalizing on previous success the "at- ing army is amongst the defender's reinforcements tacker" pushes into enemy controlled ground intent and has perhaps operated too long without respite. on capturing it. The defending army brings up re- Bowed but unbroken the defender rallies and fights inforcements to try and halt the advance of the at- to finally halt the blitz. The "attacker" picks an adtacker. The "attacker" picks an adjacent tile to a jacent tile to a tile they control in their zone and tile they control in their zone and fights a battle to fights a battle to gain control of it. This mission gain control of it. This battle is a "seize ground" takes the form of the "fighting withdrawal" from the mission where the attacker chooses the deploy- battle missions book with the defender taking on ment type used. If the "attacker" wins then he the roll of the tau. Additionally, instead of all mem
Campaign Rules
35
bers of the defenders army having "hit and run" Week 2(April 7th): The second week of the first universal special rule they may choose one of the campaign turn. If any of the two zone battle games allowing options: per zone remain to be played at this time and no arrangements have been made to complete the 1. All defending units have the "Hit and run" uni- game(s) then any appropriate fill in army can be versal special rule. used. If no fill in army can be found or arranged then the faction whose player is present the night 2. All defending units have the "Stubborn" univer- of April the 7th will count as winning the unplayed sal special rule. game(s). 3. Once per game at the start of one of his shoot- Any number of Sector Battle games can be played. ing phases the defending player can execute a devastating counter attack. For the rest of the turn Week 3(April 14th): This week forces may be reall defending units have "furious charge" and "fleet" deployed. Each faction will note down secretly where each army will be deployed for this camIf the "attacker" wins, he gains the tile for his faction paign turn. After both factions have turned in their in that zone and continues to play this mission in deployments they will be deployed on the camsubsequent games until the defender can win or paign map as marked. Note that the victory track the campaign ends. is attached to the zone, not the army. This turn follows the normal rules for the victory track (this Week 1(March 31st): Thursday nights will be means that all zones will either be at position "0" campaign nights. Games do not need to be played or position "III" with the imperials as attackers). on this night, but this is when deployments will be decided. There will be seven zones to be deployed Any number of Sector Battle games can be played. in. Six of these zones will consist of seven planetary empire tiles and one of the zones will have six. Week 4(April 21st): The second week of the secEach tile will be worth a certain amount of CVPs ond campaign turn. If any of the two zone battle as detailed later. Starting number of tiles controlled games per zone remain to be played at this time by each faction is set from the start. Two games and no arrangements have been made to commust be played per zone per each two week turn. plete the game(s) then any appropriate fill in army can be used. If no fill in army can be found or During the first week each faction will in secret note arranged then the faction whose player is present down their deployment. After both factions have the night of April the 21st will count as winning the turned in their deployments they will be deployed unplayed game(s). on the campaign map as marked. Due to the imperials successful planet fall the imperials will Any number of Sector Battle games can be played. begin as the "attacker" and begin at position "I" on the victory track. Regardless if they win or loose Week 5(April 28th): This week forces may be rethat first game they will move to position "II". Note deployed. Each faction will note down secretly that though they move on to the next position on where each army will be deployed for this camthe victory track they still must win the game to paign turn. After both factions have turned in their capture any territory. Chaos victories will merely deployments they will be deployed on the campaign map result in no change of territory. Any number of Sector Battle games can be played.
36
Campaign Rules
as marked. Note that the victory track is attached to the zone, not the army. This turn follows the normal rules for the victory track.
is attached to the zone, not the army. This turn follows the normal rules for the victory track. Any number of Sector Battle games can be played.
Any number of Sector Battle games can be played. Week 6(May 5th): The second week of the third campaign turn. If any of the two zone battle games per zone remain to be played at this time and no arrangements have been made to complete the game(s) then any appropriate fill in army can be used. If no fill in army can be found or arranged then the faction whose player is present the night of May the 5th will count as winning the unplayed game(s).
Week 8(May 19th): The second week of the forth campaign turn. If any of the two zone battle games per zone remain to be played at this time and no arrangements have been made to complete the game(s) then any appropriate fill in army can be used. If no fill in army can be found or arranged then the faction whose player is present the night of May the 19th will count as winning the unplayed game(s). Any number of Sector Battle games can be played.
Any number of Sector Battle games can be played. Week 7(May 12th): This week forces may be redeployed. Each faction will note down secretly where each army will be deployed for this campaign turn. After both factions have turned in their deployments they will be deployed on the campaign map as marked. Note that the victory track
Week 9(May 26th): Forces may be redeployed. Each faction will note down secretly where each army will be deployed for this campaign turn. After both factions have turned in their deployments they will be deployed on the campaign map as marked. Note that the victory track is attached to the zone, not the army. This turn follows the normal
Campaign Rules
37
Final Battle: The final Apocalypse battle will be scheduled as soon as possible to allow the maxiAny number of Sector Battle games can be played. mum number of committed ground war armies to attend. Week 10(June 2nd): The second week of the fifth and final campaign turn. If any of the two zone bat- Last bits: If a faction gets completely ousted from tle games per zone remain to be played at this time a zone it will fight on in that zone but without holdand no arrangements have been made to com- ing any territory. If it wins a position "I" game as plete the game(s) then any appropriate fill in army the "attacker" it will retake the last territory it lost can be used. If no fill in army can be found or previously. For each zone that is controlled entirely arranged then the faction whose player is present by one faction at the end of week 10 that controlthe night of June the 2nd will count as winning the ling faction will receive an extra CVP. This CVP is included in the ten available CVPs in each zone. unplayed game(s). rules for the victory track.
Any number of Sector Battle games can be played.
38
Campaign Rules
Death Korps of Krieg Engineers meet resistance underground from Bedlam Hoplites as they attempt to get thier Hades Breeching Drill into position.
Land Speeders of the Raven Guard perform hit and run attacks against Chaos Marine outposts.
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 recruited 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.
K
ettil’s Keep Games, Miniatures, Hobbies, Movies, & More