Edge of Darkness – A Brute Force Campaign
Edge of Darkness is a small scale skirmish campaign. It is set on a small backwater world on the edge of
imperial space. This world has been largely ignored by any race, until now...
The campaign is designed to introduce new players to the game. New players will be teamed up with
experienced club members who can help them learn the rules & offer advice.
Army
You may select from any current codex up to 550pts. With the following rules
You only need 1 troops choice
You may only have 1 HQ choice (you are allowed to have no HQ)
No Monstrous Creatures
No special or named characters
No 2+ Saves
No vehicle with a total armour of 34 or more
OR
You can field the space marine portion of the black reach boxed set, exactly as it comes.
1 x Space Marine Captain – boltgun, power sword
5 x Terminators – storm bolter's, power fists, Sergeant power weapon
10 x tactical marines – Sergeant close combat weapon, flamer, missile launcher
1 x Dreadnought – multimelta, dreadnought close combat weapon
Total 585 pts
Structure
The campaign will be played over 4 club nights. Each night will be broken into 2 rounds. The first round
will begin at 7.00pm and the second at 8.30pm. Players are allowed to start their round early if they are
ready.
Teams
There will be a number of 3 – 4 player teams. These teams will be competing for sectors on the
campaign map. The most successful team will win the campaign and the best general on the team will
win the main prize.
Map
The campaign map is broken into sectors. There are two types of sectors, standard sectors and key
sectors. Each team will begin the game in control of a key sector and can battle for control of other
sectors. Teams are allowed to control 6 sectors of which only 2 can be key sectors
Strategy Cards
Each team will be issued with a number of strategy cards. These may be played at the beginning of a
battle for added advantage. Only 1 card may be played per battle and it is up to the team to decide who
will play what card. Each team will be issued 3 cards to start with and can gain more by;
1. Controlling a key objective. Each key objective will give the owning team a specific card at the
beginning of each night
2. Team members achieving missions objectives will receive one card
3. Starting the night in control of at least 1 sector will earn a card
No team may hold more than 5 cards. Extra cards must be discarded
Gameplay
Each player can fight two campaign battles per night. One per round. These may be either
1. Battle for a standard sector – This may be fought between 2, 3 or even 4 players all fighting
against each other. 2 player games will be fought using standard missions (Seize ground always
uses 3 objectives) 3 or 4 player games will use a special mission. Games will be played on a 4' x
4' table
2. Battle for a key sector – This will be a 2 vs 2 team match using a special mission designed for
each objective. It will be fought on a 6' x 4' table.
At the start of a battle each player will be given a mission objective by the GM. If he achieves this
objective he will be rewarded with extra points and a strategy card for his team.
The winner/s will gain control of the sector for their team. If their team already has the maximum
allowed sectors, then the sector will revert to neutral. A draw will mean the sector reverts to neutral
Players may always fight for control of a neutral sector. It will be up to them to organise a game, if they
are unable to find an opponent then a neutral army may be organised by the GM.
Players must challenge to fight for a sector controlled by another team. These challenges may be made
at the end of the second round. Each player is able to issue 1 challenge per night, but no more than 3
can be issued per team. Challenges can be;
1.Challenge another team for control of a standard sector
2.Combine challenge with a team member to battle for a key sector
Challenges must be written and submitted to the GM the challenge must include the player/s name and the number of the target sector. The challenge will be fought the following night, the GM will work out which round the battle will be fought in. These rules apply;
1.No team will have to defend the same sector more than once per night
2.Teams must organise their own defence, in conjunction with the GM
3.If a team is late or unable to field a defence then they will automatically lose the game
4.If a player is unavailable then a team member may act as a substitute.
5.Multiple players can challenge for the same sector, this will become a 3 or 4 player game
6.If more than 1 team challenges for control of the same key sector the teams will roll a dice.
Highest wins the right to challenge. Losers may issue a new challenge.
Winning
Teams
The winning team will be decided by sectors. The team with the most sectors at the end of the campaign
wins. Sectors are scored as;
1. 1 point per standard sector
2.2 points per key sector
Individuals
Players will gain points each game. The points scored are
1. 6 points for a win
2. 3 point for a draw
3. 2 point for achieving an objective
4. 1 point if their army is painted to a 3 colour minimum & based
Players will also be given a personal objective by the GM at the beginning of the campaign. Achieving
this objective will earn the player an additional 6 points. This will also affect the story outcome for the
player’s army.
At the end of the campaign players will add up the points from their top 6 games. If they achieved their
personal objective they will add a further 6 points. This will be their total score. The highest scoring
general on the winning team will win the main prize