GT&WC - Betrayal pt. 1

The document I am working with for this campaign is over 30 pages in Word, so I will be dropping this here in three parts: Campaign Phases, Battle Missions, and Legendary Missions. Along the way, I will be providing some flavor text, but if you want more lore, go find Betrayal! It’s out there!

I will provide the entire document as a PDF. More to follow on that!

Campaign Phases

PHASE I: THE ASHES OF TREACHERY

Saul Tarvitz, Captain of the 10th Company, Emperor’s Children

The bravery of Saul Tarvitz meant what should have been a total massacre of Loyalist Forces, gave a fraction of them a chance at surviving to fight another day. Angron, against the virus bombing from the beginning, led his World Eaters in a drop assault against dug-in Loyalists.

Campaign Points

The Campaign Points earned for games in this phase are as follows:

• Blood Feud (Mission 1): The Traitors gain 4 CPs for a Victory, the Loyalists gain 3 CPs for a Victory and 1 CP for a Draw.

• Cometh the Red Angel (Legendary Battle): The Traitors gain 5 CPs for a Victory; the Loyalists gain 3 CPs for a Victory or a Draw.

• Other Isstvan III Battle Missions: 2 CPs for a Victory to either side, 1 CP for a Draw.

• All other games: The victorious side gains 1 CP, no CPs are awarded for a Draw.

Phase I Special Rules

The following special rules and apply to all games played as part of this phase unless noted within a particular mission description:

Dug-in: In Battle Missions, the Loyalists improve any Cover Save by 1 (to 4+ at best). This special rule does not give a Cover Save to any model that is not in cover.

Orbital Assault: In Battle Missions, the Traitor side may opt to deploy one Infantry unit held in reserve using the Deep Strike rules. If a unit may already deploy via Deep Strike (unless by Drop Pod), then they may assault on the tum they deploy via Deep Strike contrary to the usual rules.

The Rewards of Victory

Traitors - The Point of No Return: All Traitor Legiones Astartes units increase their Cool value by +1 (up to a maximum of 10) during Phase II.

Loyalists - Tenacity: All Loyalist Legiones Astartes units gain +1 Toughness versus enemy shooting attacks during Phase II (this does not apply to Reactions).

PHASE II: lSSTVAN III BURNS

The remainder of the Warmaster’s forces deployed to the surface of Isstvan III to dig their Loyalist counterparts out of their fortified positions. Brother fought brother with bolter and combat blade in the narrow tunnels underground. Meanwhile, some brave souls attempted to get word of the Warmaster’s betrayal back to Terra.

Campaign Points

The Campaign Points earned for games in this phase are as follows:

• Zone Mortalis Battles : Missions played using the Zone Mortalis rules (use 3rd Edition Rules) are worth 2 CPs to the victor's side, no CPs are awarded for a Draw.

• Isstvan III Battle Missions: Worth 3 CPs for a Traitor Victory, 2 CPs for a Loyalist Victory, 1 CP to either side for a Draw.

• The Flight of Truth (Legendary Battle): Worth 7 CPs for a Loyalist Victory, 2 CPs for a Loyalist Draw or a Traitor Victory.

• All other games: The victorious side gains 1 CP, no CPs are awarded for a Draw.

Phase II Special Rules

The following special rules and apply to all games played as part of this phase unless noted within a particular mission description: Does not apply to Legendary

Cities of Death Deployment: Unless playing a Zone Mortalis or other specialized game, terrain for the missions where appropriate should follow these guidelines:

The terrain is intended to represent a ruined city, and so will require a large number of ruined buildings - at least five substantial buildings or ruins, and four or five other terrain pieces are recommended for a 6' x 4' table layout. Craters, vehicle wrecks, statuary and shattered industrial machinery, etc, are all appropriate to represent the dead cities of Isstvan III.

Note: I understand that 3rd Edition Terrain rules are relatively basic in terms of definition. I left the original list of terrain pieces as inspiration. I know many of the concerns with Terrain at the moment, but I do not deign to think I can solve those issues here.

The Rewards of Victory

Traitors & Loyalists - Tunnel Assault:

The side that wins this phase may use underground networks to strike at the enemy. In Phase III, once per game an infantry unit held in reserve may deploy by Deep Strike anywhere outside their enemy's deployment zone. No reserve roll is made for this unit, it comes in automatically.

PHASE III: THE DEATH OF HOPE

Ezekyle Abaddon, First Captain of the Sons of Horus

Following the previously unprecedented fighting of Space Marine against Space Marine, the Loyalist Forces have been depleted. However, the Warmaster’s forces have completed deployment in full. The Loyalists were surrounded and greatly outnumbered, and it was only a matter of time before Horus launched the speartip.

Campaign Points

The Campaign Points earned for games in this phase are as follows:

• Fire Tide (Mission 2): The Traitor gains 4 CPs for a Victory and 1 CP for a Draw. The Loyalists gain 3 CPs for a Victory and nothing for a Draw.

• Counter Thrust (Legendary Battle): The Loyalists gain 5 CPs for a Victory and 2 CPs for a Draw. The Traitors gain 3 CPs for a Victory and nothing for a Draw.

• Zone Mortalis and Other Isstvan III Battle Missions: Either side gains 2 CPs for a Victory and l CP for a Draw.

• All other games: The Victor gains 1 CP for their side.

Phase III Special Rules

The following special rules and apply to all games played as part of this phase unless noted within a particular mission description: Does apply to Legendary (because I moved it)

Ash and Darkness: Before the armies deploy roll a D6:

D6       Result

1-2      The game is played normally.

3-5      Night Fighting (Turn 1 only): Shooting at a unit greater than 24” away must be made with Snap Shots.

6        Night Fighting (Turn 1 and 2): Shooting at a unit greater than 24” away must be made with Snap Shots.

The Rewards of Victory

Traitors - Renewed Bombardment: After all armies are deployed, but before the first game turn, the Traitors may call down a preliminary bombardment. The Traitor player places a 5” blast template anywhere on the board. Then roll to scatter d6”. Any unit that has a model underneath any part of the blast template must make a Pinning (2) check. The preliminary bombardment cannot be used in Zone Mortalis games.

Loyalists - Guerrilla War: The Loyalists may Seize the Initiative on a 4+ during the final phase of the campaign.

PHASE IV: THE BITTER END

Only small bands of Loyalists remained, and their destruction was all but guaranteed. All they could hope to do was to exact the highest toll possible for the Warmaster’s treachery. 

Campaign Points

• Extermination (Mission 6): The Victor gains 3 CPs for their side, no CPs are awarded for a Draw.

• The Death of Gods and Angels (Legendary Battle): The Victor gains 7 CPs for their side, no CPs are awarded for a Draw.

• All other games: The Victor gains 1 CP for their side, no CPs are awarded for a Draw.

The Rewards of Victory

The side that wins this phase has won the Isstvan III campaign. Feel free to brag!

Phase IV Special Rules

The following special rules apply to all games played as part of this phase unless noted within a particular mission description:

The Final Blow: The Traitors are automatically the 'Attacker' where relevant, and have the first turn in any mission played. The Loyalists may attempt to Seize the Initiative, unless not allowed in the mission.

The Last Stand: In games with a variable game length, the Loyalists may opt to re-roll the dice to determine if the game ends or continues.

From Hell's Heart, We Will be Avenged!: Traitor models killed as part of a Challenge are worth one additional Victory point for the Loyalist player.

Conclusion

So, that’s it for the phases! The side with the most campaign points in the end is the winner! I know the Rewards of Victory for Phase IV says the side that wins that Phase wins the campaign. Play it either way. Who cares? Everyone wins if you play the campaign! Anyway, if the Loyalists win, they get to rewrite future fake history. If the Traitors win, they just replay what actually did/will happen(ed?). As I said at the beginning, the next blog post will cover the six Battle Missions. Stay tuned for more Good Times and War Crimes!

In the meantime, you can check me out Instagram or Facebook!

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GT&WC - Betrayal pt. 2

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