Photo © Alan Saunders
Thanks to Alan (pictured above) for another excellent guest post! All material in this post is © Alan Saunders.
Inspired by Jay’s micro-campaign rules for DBA, and my own use of them for an Orks! Warhammer 40K campaign, I decided to try a variant set which would allow me to follow a chapter of Space Marines as they attempted to win glory for the Emperor and purge the galaxy of the taint of Chaos.
Ideally this should be run with two chapters of Marines, each facing a different ‘flavour’ of Chaos. The chapter which wins the most glory wins the campaign.
The campaign makes use of my own Epic HOTT army lists:
The Marine army should consist of 36AP of troops, the composition of which should be selected at the start of the campaign. It must include at least 12AP of Blades (Marines). When called to fight a battle, but before the opposing army is determined, a 24AP army should be constructed. This must include at least 12AP of Blades, but if insufficient numbers are available it must include all of them.
Forth Across The Galaxy!
The Marines set forth with one point of Glory. They will spend no more than 20 years travelling and fighting; at the end of this time they return home with whatever Glory they have accrued.
Each year roll 1D6:
1 – Open Space. The Marines travel on.
2 – Warp Storm! Lose a random element from your army to the reserve.
3 – Reinforcements. Gain a random element from your reserve. If you have no elements in the reserve then treat as Open Space.
4 – Heretics! You purge a den of heretics, gaining one point of Glory.
5 – Attack Enemy Army. Choose the makeup of your force, then roll on the table below to see who you have encountered. You are the attacker.
6 – Enemy Army Attacks. Choose the makeup of your force, then roll on the table below to see who you have encountered. You are the defender.
Roll to determine foes on the following table. Each chapter may only encounter each foe once (Exception – a roll of 7+). If a foe has already been encountered, then do not reroll. Instead move one number up the table. For example, you roll a 4. You have already encountered the Evil Sunz Orks, so instead the roll becomes a 5 and you encounter Chaos Space Marines. The upshot of this rule is that, as time goes on, you will encounter more Chaos, and be playing for higher stakes.
1 – Renegade Imperial Guard
2 – Eldar
3 – Bad Moon Orks
4 – Evil Sunz Orks
5 – Chaos Space Marines
6 – Chaos Demons
7+ – Chaos. Equal chance of Marines or Demons. If you win you gain two Glory. If you don’t you lose two Glory.
Armies should be based on the lists linked to above. Use whatever means you deem suitable to determine the composition.
Before a battle roll a D6:
On a ‘6’ you may swap 4AP of your army for two Warband elements. This represents assistance from the death-seeking Legion of the Damned.
On a ‘5’, and only if you are facing a Chaos army, you may swap 4AP of your army for a Paladin element – the demon-hunting Grey Knights.
On a ‘4’, and only if you are defending, you may swap 4AP of your army for four Horde elements – local planetary defence troops.
These are not a permanent part of your army pool, so their loss has no long-term effect on your chapter’s fortune. You choose which elements are swapped out of your army for the battle, but you must retain the compulsory core force (Six Blades).
After The Battle
Any elements which fled or moved off the table are automatically returned to your forces.
If you won the battle you gain one point of Glory (two for a roll of 7+). Roll a D6 for each destroyed element – you get it back on a 1-4. Otherwise it goes into the reserve.
If you lost the battle you lose one point of Glory (two for a roll of 7+). Roll a D6 for each destroyed element – you get it back on a 1-2. Otherwise it goes into the reserve.
If you lose a battle and do not have enough Glory, your chapter is disbanded in disgrace. You have lost.
If your force drops below 24AP then you can head for home straight away with whatever Glory you have, or continue. You still gain Glory for purging Heretics, and might gain reinforcements. However if you encounter an enemy force, and still have less than 24AP available, you must immediately head for home, losing either one or two Glory in the process depending on which force you encounter. Once again, if you have insufficient Glory to do this then your chapter is disbanded. Otherwise you arrive home with whatever Glory you retained.