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Now you've read, played and, hopefully, enjoyed the Warhammer 40,000 game. If you've taken the role of the GM in any of the games, you will have made on-the-spot decisions - perhaps modifying the existing rules slightly, or maybe inventing a new rule of your own to cope with some unforseen situation. You will have noticed how the inclusion of vehicles and buildings makes the game faster and more exciting, and have had the opportunity to try out some of the more unusual weapons, armour and alien races. Of course, it is important to walk before you can run; Warhammer 40,000 is not an easy game to master all in one go, and if you start with too many weapons, different vehicles and all kinds of aliens, you may well find your initial games rather slow and unsatisfying. You may also miss some of the subtleties of the game if you dive in headfirst without getting used to the basic rules. However, once you've become used to the procedures and responsibilities of gamesmastering it is time to consider developing the game further. I have no doubt you will have already come up with some good ideas of your own, and maybe you have formulated additional rules to cover some of the things discussed in this chapter. For this reason, the rules that follow are not hard and fast, but are presented as ideas for you to experiment with as you wish.

THE UPPER HAND

In a competitive environment, players may try to force your hand over some point, hoping for a judgement in their favour. Often, their minds clouded by lust for victory, players attempt to get away with things they would never permit were they running the game. As a general rule, the GM must be tough - but fair. Try not to let a player's obstinacy prejudice your decision. It is important that you, as GM, keep the upper hand, and that the players know it! An especially good way of resolving a dispute is to put the matter to the Gods of Chance - roll a dice. Players will accept a decision backed up by a dice roll far more readily than an arbitary judgement. For example, if you're not quite sure whether a model is caught by a grenade blast, why not simply roll a dice, giving the model a fifty-fifty chance of being hit. Dice can be rolled to decide most points of dispute, but never roll dice to resolve a procedural problem. For example, if your game includes an open type offence, you must decide whether it can be seen through or not (I would rule that it could be seen through and cannot be hidden behind, but does count as soft cover).
When improvising rules you must use common sense and be reasonable. It is a good idea to write down rules you make up and discuss them with players before or after the game. Does the new rule work? Can rules be improved? Are more rules needed? Try to reach a consensus with your players - it helps if everyone is playing the same game!

RANDOM DIRECTIONS

As we have said, dice can be used to resolve argument amongst players, the GM allotting suitable probabilities depending on the situation. One of the most useful applications of this idea is random direction. Often, you will want something or someone to move, fire, etc in a random direction. This can easily be done using a D12, conveniently corresponding to the 12 positions on a clock face. All the GM has to do is nominate one direction as 12 o'clock and roll the dice. Where this is not accurate enough the direction can be further refined using other dice, but this is rarely necessary.
If you are randomising a direction of fire, the basic 12 positions may prove too restrictive - all too often a shot goes in between two models without hitting either! To compensate for this, the shot automatically targets upon the nearest model within 2' of the line of fire.

FAST DICE THROWING

Players often like to roll one dice at a time - choosing their targets and rolling to hit, checking damage and then making any appropriate saving throw. However, in a game of any size this is too slow, and dice must be roiled in batches. For example, a squad of 5 troops are firing at an enemy squad at long range. The dice roll needed to hit is the same for each trooper, so there is no point in rolling one dice at a time. Roll all five dice to hit, pick out any successful hits and roll again for damage, then make any appropriate saving rolls. This will establish the number of enemy killed and these models can then be removed. Occasionally, some firers may be armed with different weapons, at a longer range, or need a different to hit score for some reason. In such a case you can either roll separately or use a different coloured dice to represent that particular shot. If the target unit incorporates variously armed or equipped individuals then you can dice randomly to determine which are removed.

RANDOM TARGETTING

Games will tend to become bogged down if players insist on targetting every shot at specific enemy models. If this is to be allowed, the player nominates the target for each firer before rolling any dice. It is not acceptable to fire each model in turn, re-selecting targets every time. In reality everyone would open up more or less simultaneously, probably going for the nearest opponent rather than 'the man with the las-cannon because ill don't kill him he'll blow up my transporter.
The larger the game the more inconvenient it becomes to nominate targets for every firer. A far better idea is to roll for entire units (as described above) and randomise hits or casualties amongst eligible targets. It is preferable to randomise casualties amongst the front rank of a target unit, only going on the rearward models once the closest ones have been eliminated.
For example, in the illustration below, a squad of Space Marines is being attacked from right and left by two enemy squads. The player decides to split fire between the two enemy units (he is allowed to do this so long as the targets are within his 90 degree fire arc). Three Marines fire bolters at the attackers on the left, two fire at the attackers on the right - the first using a bolter, the second a plasma gun. The three bolters need a 2 to hit (short range, BS4). They roll 1, 4 and 5 scoring 2 hits. They need 3s to cause damage (S4 vs 7'3) and roll 2 and 6 which equals 1 kill - the enemy have no armour and consequently no saving throw. There are three enemy within the first wave of attackers - including one who is an officer, so a D6 is used to determine which is hit. There being a 1 in 3 chance of killing the officer, represented by a score of 5 or 6. The dice turns up a 6, and the officer is duly removed.
On the right flank the plasma gunner and bolter both require 2s to hit, but the plasma gun has a S of 5, so it is important to differentiate on the dice roll. A green dice is used for the plasma gun and a red
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one for the bolter (the dice could equally well have been rolled individually). The results are green 5 and red 1 o a hit for the plasma gun. A 2 is needed to cause damage (S5 vs T3), a score of 5 indicates that the target is well and truly plasmered! There are three potential targets: an ordinary trooper, an officer, and a trooper carrying a heavy-bolter. To determine which has been slain a D6 is rolled allotting scores of 1-2, 3-4 and 5-6 to each target in turn. A score of 4 indicates the middle model, and the officer is removed amidst an imagined inferno of super-heated flame.
To what extent you allow your players to select targets, and to what degree you should insist on randomising fire is up to you. The author prefers to randomise all fire. Personality models, however, should always be allowed to choose their own targets, representing as they do apart of the player - his own initiative, instinct and thought. It is fairly easy to allow specific targetting with special weapons (such as the plasma gun in the example above) whilst randomising the greater mass of fire.

PERSONALITIES AS TARGETS

The rules don't prevent a player from bringing all of his guns to bear on enemy personalities. In small games this doesn't matter: after all, troops would probably have orders to shoot at unusual or powerful looking individuals. In large games this tends to have the unfortunate result that personalities spend all of their time skulking behind screens of lackies, or curled up inside some building or vehicle. All this is most unbecoming in a real hero o but then what choice does the character have if every gun on the table is pointing between his eyes?
It is a good policy to ban models which are not personalities from specifically targetting at enemy personalities, unless the target personality is more than 2" away from any other model and is the closest target. Otherwise, personalities can only be hit randomly, taking their chances along with the rest of the troops.
For example: Giovani Clemp, rabid inter-planetary bank robber, is leading his gang of thugs against a squad of bank-guards. Clemp screams for his men to follow and they leap out at the guards, forming two rows of four men. The guards are scoring two hits, there being a 1 in 4 chance of Clemp being hit by each shot. The OM resolves this by using two D4s - scores of 4 indicating a hit on Clemp. The dice turn up a $ and 2 o and the shots are resolved against two of Clemp's henchmen.
Note that in the example above we have allowed for the possibility of both shots striking the personality model. Alternatively, this could have been resolved as a single fifty-fifty chance. Both methods are equally valid.
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HIDDEN MOVEMENT

A game in which one side is advancing upon positions held by another will be greatly enhanced by the use of hidden movement. This is not overly complex to work out, and does add a novel dimension to the game - one in which the attacker and defender are forced to predict the strategy of their opponent.
Before the game the defender makes a map of the table. The GM then describes in general terms the nature of his opponent's forces and expected direction of attack. This information need not be accurate of course! The defender than marks the positions of his troops on the map, checking with the GM to make sure they both appreciate where models are.
The attacker then places his troops onto the table in accordance with his own instructions from the GM (usually starting at the table edge). Defending models which would be visible to the attackers are now placed on the table, the rest of the models remain hidden.
Models which are not visible will usually be hiding inside buildings, behind cover or behind terrain features such as hills. These models may be moved by the player on his map, remembering to inform the GM of his moves at all times. Secret written notes can be used for this, or the GM and player can leave the room to discuss their plans. Any models which would become visible for any reason must be placed on the table immediately, including models which become visible because they fire. Models firing needle guns may fire and remain hidden - these weapons are silent and emit no noise or flash.
Once placed on the table, models are usually left in view. However, if the player wishes, they can be re-hidden, and once more moved secretly using the map.

DUCKBACK AND SHOCK

This is an optional rule that simulates how difficult it is to move and fight when being shot at! Any individual hit during the turn, but not slain, will be so taken aback by their scrape with death that they may not fire the following turn. In addition the model becomes subject to fear against any enemy for the duration of its following turn, and will have to make the appropriate test if charged or wishing to charge. A small 'shocked' counter can be placed against the model to indicate its condition.
If a model is 'shocked' whilst behind cover it becomes subject to the additional 'duckback effect'. This means the model gets its head down and stays down! The model may not do anything during its next turn, but remains stationary and inactive. The other 'shock' rules apply as described above.
Models may attempt to save against the effects of shock by rolling equal to or less than their Cool characteristic. One roll is made irrespective of how many times the model has been hit.

SCENIC INSANITY

Scenery of various types is described in the sections entitled The Field of Battle and you have probably experimented on using the different terrain, buildings, linear obstacles, etc. However, there are many worlds in the galaxy, each with its own type of terrain and special hazards. You can introduce all sorts of weird and interesting scenery into your games, often allowing these features to form an unpleasant surprise or a tactical trap for the players. Here are some ideas.

Boiling mud. Lakes or rivers of boiling mud provide the players with the combined possibilities of drowning and being scalded to death. Lakes are deep, and can be crossed only by hover-vehicles or specially protected boats. Rivers can be crossed at half-rate. Models falling into or moving through the mud must make their basic saving throw every turn or die.

Crumble rock. Crumble rock is extremely porous and crumbly the slightest pressure causes it to collapse into a relatively small quantity of dust. A surface of crumble rock counts as very difficult ground reducing movement to quarter rate. Vehicles become trapped and cannot free themselves except by aerial movement. Boulders of crumble rock can be destroyed by any area effect weapon, and can be tunnelled through with any weapon or even bare hands. A heavy rainstorm will destroy it. On some planets crumble rock crystallises and grows during dry spells and is destroyed by periodic rain.

Crystal forests. Super-heated magma forced to the surface under pressure and suddenly cooled can form geometric patterns of huge crystals. These are obstacles comparable to forests or scrubland, reducing movement to half rate.

Dust seas. Fine dust flows almost like water, forming a surface that looks solid, but which is actually no more so than a river or lake. For movement penalties treat the dust as water.

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Fluff beast. This is a creature that resembles a giant ball of fluff, weighs almost nothing, and moves about by floating on gentle air currents. Each creature is about 1-2" in diameter, and counts as soft cover, enabling troops to hide behind it. It is impossible to destroy by normal weapon fire with the exception of flamers and plasma guns, which cause them to instantly rocket skywards emitting a loud whining noise. The GM can allow these creatures a 1 in 6 chance every turn of moving D6" in the direction of the prevailing wind.

Glass plain. Under even pressure molten rock can solidify into the form of a perfectly smooth plain with a surface as frictionless as glass. Glass plains provide poor traction for vehicles, and are difficult for all troops to move over, reducing movement to half rate as they skid over the surface. Models hit but not killed are knocked to the ground, and may only rise on the D6 score of a 4 or more. These features may be difficult to see, often being covered by a layer of fine dust.

Honey lake. A honey lake is created by bee-like insects which store their 'honey' in great open pools (sometimes underground caves). This forms lakes of sticky, sweet yuk. Movement is reduced to quarter pace in the shallows of these lakes, and they are impassable at any greater depth.

Lava crust. As magma reaches the surface and solidifies, a crust may form, beneath which the rock is still molten. Such crusts may be difficult to detect from above. Troops passing over them will fall through the crust on a D6 roll of 6, and must make their basic saving throw or die. Vehicles and heavy items always fall through and are destroyed. Crew may attempt to escape as normal.

Magnetic fields. These are areas of extreme magnetic disturbance in which not only metallic objects but also the body's composite cell structure is affected. Models are affected on the D6 roll of a 6, or a 5/6 if they are wearing powered armour, and must then spend an entire turn inactive. Vehicles, dreadnoughts and robots are affected on the roll of a 4, S or 6 and must then roll for special damage as if they had suffered 1 damage point (an unmodified roll on the special damage chart).

Morpho-rock. Morpho-rock is rock under normal circumstances, but liquifies under the slightest pressure, resolidifying again once the pressure is removed. A surface of morpho-rock will appear perfectly solid, but becomes liquid as soon as it is trodden on or moved onto. Models blundering onto morpho-rock will usually be lost, but can be permitted a single D6 saving throw of 6 to represent their chances of scrambling away at the last minute. Boulders will be destroyed in the same way as crumble rock, and can be moved through by troops equipped with suitable breathing apparatus.

Pancake amoeba. This is as much a life form as it is a scenic feature, 'being, in fact, a vast single-celled creature spread across the landscape like a pancake. The amoeba will entrap anything that moves over it, reducing movement to half rate and causing 1 automatic wound every turn - normal saving throws apply.

Rubber moss. This naturally rubbery foliage is difficult to move over, anyone attempting to do so will find that, unless they are very careful, they bounce around totally out of control. Models may move up to 1" a turn without penalty (reserve moves are not allowed). Models attempting to move at a faster pace will start to bounce on the D6 roll of a 4, 5 or 6. Bouncing models are moved randomly D6" per turn until they are thrown off the rubber moss. No damage is caused as the moss acts as a huge cushion. Bouncing troops and vehicles are unable to do anything until they bounce off the moss.

Spacecraft wreck. Scattered wreckage can make a good battlefield, with interesting bits of engine, exposed cabins and semi-intact sections. Generally speaking, an area of scattered wreckage can be counted as difficult terrain, reducing movement by a haft.

Spawn soup. Spawn soup is literally the spawn of frog-like creatures which congregate in their millions to fill whole lakes (if not seas!) with floating eggs or spawn. This stuff can be moved over, counting as difficult terrain, but vehicles and comparably heavy items will fall through never to be seen again.

Sponge weed. Ordinarily, sponge weed can be considered in the same light as other hedges and undergrowth. Rainfall, however, initiates a frenzy of unreasonable and uncompromising botanic growth, doubling the size of the weed every turn until clumps unite to form one huge plant mass. Movement over the clumps is at half rate, vehicles are automatically trapped and cannot move.

Tangle fungus. This fungus grows on the surface in a tangle of hyphae several feet thick. It is not dangerous, but counts as very difficult terrain, reducing movement to quarter rate.

Thermotropic vine. These fast growing vines crave heat - engine exhausts, weapon fire, body heat - they love it! A clump of vine will respond to any heat source within 6" by sending out a tendril, seizing hold of its target and then growing around it, creating another clump of vine. This rarely kills or destroys the target, but does make it impossible to move or actually do anything. Models have a D6 saving throw of a 4, 5 or 6; 3, 4, 5 or 6 in the case of moving vehicles.

Travel tubes. A travel tube is a futuristic version of a lift or moving pavement. It is a hollow, clear plastic tube, running either horizontally along the ground, between buildings, or vertically up the side of a building. A model stepping into the tube is instantly moved along
or upwards by up to 4 building levels vertically or 16" horizontally per turn. Horizontal tubes usually have entry/exit points every 12" vertical tubes at every level. Tubes have a toughness of 8 - if any 4' section takes 10 points of damage or more it is destroyed, and all travel beyond that point is stopped.
Entering or leaving a travel tube counts as moving through a doorway, and the number of models permitted to use a tube during a turn is restricted in the same way as models moving through a door (usually 4). Entering a tube takes a haft move, leaving takes a half move. A model entering and leaving a tube during the same turn has made all 9f its movement.

Feature Modelling ideas
Boiling mud Plastic scenic boards, brown flock
Crumble rock Not really needed - carpet tries perhaps
Crystal forest Slottabases arranged into patterns stood projecting into the air
Dust sea/marsh/river Grey flock, carpet tile or card
Huff beast Cotton wool
Glass plain Plasticard or Perspex
Honey lakes Honey coloured card
Lava crusts Cardboard or Slottabases
Magnetic fields Invisible
Morpho-rock Cork, rocks, kitty litter
Pancake amoeba Plastic bag, shrink-wrap
Rubber moss Hock, green carpet tile
Spacecraft wreck Model kits, scratch built
Spawn soup Dried tapioca or peas
Sponge weed Sponge
Tangle fungus Shredded loofa
Thermotropic vine Wool, string
Travel tube Plastic tube or pipe

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INDIRECT FIRE

So far, shooters have been restricted in what they can target at by what they can see. Whilst this is perfectly reasonable for line-of-sight weapons, it isn't entirely satisfactory for high-trajectory weapons. High trajectory weapons are the futuristic equivalents of mortars and howitzers, which 'lob' shots over the tops of buildings, woods and other scenic features, at targets beyond. This is called indirect fire.
Obviously, a trooper wouldn't have to be able to see into, say the middle of a wood, in order to fire a high trajectory weapon into it. Of course, the chances of hitting anything are fairly remote, but this shouldn't preclude trying.
High trajectory weapons include thrown objects, grenade launchers, auto-cannon, macro-cannon and most large missiles. The firer takes his effect radius and places it anywhere within his maximum range - he doesn't have to be able to draw a line-of-sight to hit the target. Ira line-of-sight can be drawn work out the shot as normal. Otherwise roll for high trajectory deviation - high trajectory shots deviate on the D6 score of a 2 or more, by 2D6 inches in a randomly determined direction. Work out hits and damage as normal. Shots never deviate by more than half of the total range - irrespective of the dice roll.

CORRECTIVE AIMING

Shooters who do not move, and continue to fire on the same stationary target may add +1 to their chances of hitting for the second and subsequent shots. This does not apply to area effect weapons, but these may, instead, subtract -1 from their deviation dice. This only applies to high trajectory fire if the shot is observed by the shooters, or by another friendly model who can communicate information to them.

COMPULSORY MOVING

Models subject to some compulsory movement, such as a hatred reaction, routing, pursuit Or a vehicle which goes out of control, are best moved before other models. This is not an unbreakable rule, but it will allow you to work out potential damage from collisions, etc.

MULTI-SIDED GAMES

A game in which there are three, or even more, opposing sides, or factions, can be extremely fascinating for all involved. Imagine the chaos as two rival gangs turn up to rob the same bank or hijack the same spacecraft! Such a game will need to be run very carefully, because the normal turn sequence is suited only to games between two sides.
The normal turn sequence must be modified somewhat for multisided games. Each side takes a turn in order just as if fighting a two-sided game. The order of play should be determined by the GM beforehand (by rolling dice if necessary). During the hand-to-hand combat part of each side's turn, hand-to-hand combats are only fought by and against troops from that side. So, for example, in a three-sided game (sides A, B and C) during side A's turn, a unit of A troops are in hand-to-hand combat with a unit of C troops, hand-to-hand combat takes place as normal. If during the same (A's) turn, a unit orb troops are in hand-to-hand combat with a unit of C troops then there is no hand-to-hand combat fought.
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In the diagram below three units marked A, B and C are in hand-to-hand combat. Those models eligible for hand-w-hand combat during each player's turn are shaded.

A Turn B Turn C Turn
A, B and C fight A and B fight A and C fight
Diagram

This rule allows the GM to run games with three or more sides. It is worth noting that the more sides are involved the slower the game will become from the point of view of the players.
An alternative method of fighting multi-sided games is possible in situations where each player is controlling only a few models (say 4 or less). Instead of each side taking a turn in order, every model gets to move, shoot and fight within the turn. The turn sequence would be as follows.
1 Movement All Models Move
2 Shooting All Models Shoot
3 Hand-To-Hand Combat All Models Fight
4 Reserves All Models reserve move
5 Psionics All Models employ psionic powers
6 Rallying All Routers try to rally
Within each of the six phases each model takes its turn in the order determined by its initiative score. During shooting, combat, psionics and rallying, models with high initiative always go first. If models have the same I, dice may be thrown to determine who goes first. During the movement and reserve movement phases, models with high I may move before models with lower I or they may defer until after models with lower I have moved. In effect this usually means that models with lower I are forced to move first, thus giving away their intentions.
For example. A fight has broken out at Greasy Kim's Bar and Diner where a group of asteroid miners are having a little trouble with a Freighter crew. The bar is packed, but most of the other customers have made a break for it, leaving only a half-dozen solo-truckers, drunken salesmen and bar staff. The following models are involved: the miners (4 players with I character each), the Freighter crew (4 players with 1 character each), and the bystanders (6 characters all played by the GM). The situation is made more interesting by secret orders given to the players by the GM. During the fight the Freighter pilot will try to kill the captain, hoping to blame the incident on the miners and earn a quick promotion. Meanwhile, the captain nurses a secret grudge against one of the other crew members, who he feels sure is stealing cargo. If he comes within 2" of the thief, and there are no miners within 4 ", he will attack his own crew member. Also, unknown to anyone other than the GM, one of the miners will go crazy as soon as anyone hits him, lashing out indiscriminately and attacking those in his way. 76 further complicate matters, Greasy Kim the proprieter has a laser pistol secreted under the counter and intends using it if anyone gels within 5" of her.

PLANETARY LANDINGS

This system allows the GM to regulate a planetary assault without fighting a space battle. A future Warhammer 40,000 supplement will deal with war in space. Only weapons capable of firing out of the planet's atmosphere are considered - these being defense lasers, barrage bombs and plasma bombs (if fitted with space drives). The availability of such weapons to a defending player is left to the GM to decide. The defences for a typical imperial world are 1 defence site per 1000 miles of planetary diameter. Each site houses ten defence lasers, or ten launchers capable of firing plasma or barrage bombs. The chances of more than a single site being able to bear on an assault force at one time are remote. The attacker will try to make an assault either by using landing pods or spacecraft. No ship would remain in teleporter range of a hostile
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world - the risks are too great. Players may try, but this isn't recommended. Small card counters are used to represent each of the assaulting player's landing-pods and spacecraft. As spacecraft are much larger than pods a different sized or coloured counter is used, but all pods and all spacecraft look the same. Each counter is numbered and its contents secretly recorded by the attacking player. Once this is done the attacker simply places his ships and pods in a row on the table.
The defender may shoot once with each of his weapons - each weapon may be targetted against any one of the enemy's counters. Hits are scored on the D6 dice roll of a 4 or more, and damage is worked out as usual. Most hits will totally destroy their target - even spacecraft. The profiles for spacecraft can be worked out in the same way as for other flying craft, and they can be small, medium or large in the same way as vehicles - although physically they will tend to be larger than a corresponding vehicle. Really huge spaceships don't land because they have no landing gear - they may stand off and teleport troops as described later.
Once the defender has made his attacks he may roll to see if a second defence site can be brought to bear - requiring a 6 on a D6 for success. If this proves to be the case the routine is repeated. Once the defender has finished, the surviving pods and ships may be landed in the normal way. Spaceships enter play like other flying vehicles. Pods may land off-table or be lost altogether (see the Equipment section).
An assault may be launched from a spacecraft, with the troops being beamed down via a teleport. A teleport chamber can beam down up to 6 troops a turn, and the defence site/s may fire once per turn. For purposes of an assault, spacecraft too large to land can be treated as juggernauts.

EXTENDED BATTLES AND CAMPAIGNS

At first players and GMs will want to fight simple encounter battles in which the whole action is over during an evening's play. It is quite easy to invent a plot for a short battle, and the GM doesn't have to work too hard to balance forces and set up terrain. Games of this kind can always be rewarding and are ideal for initiating new players.
However - as players and GM gain experience they will inevitably yearn for greater challenges. When this happens it is time to start some sort of campaign.

CAMPAIGNS

A campaign is a means by which you can fight several battles, testing the player's strategic as well as tactical skills. Players will have to learn how to conserve their forces, how to make the best of defeat and how to select specific objectives when presented with a choice. In the single battle it may be alright to let a whole unit die horribly if it will achieve your aim - but in the campaign troops must be conserved to fight again.
Campaigns must be organised and run by a GM - it's hard work too! Not only will the GM have to think of a suitable plot, but he must select and balance forces, make sure he has enough participants and that players are reliable. Campaigns involve a lot of paperwork for the GM - each player must be presented with a brief sheet at each stage of the campaign and a constant record is needed of troop losses and achievements.

STARTING A CAMPAIGN

To begin with you must think of a plot - the plot or story behind the campaign should be compatible with models at the disposal of the players, and must aim at providing two or more games. If fighting your first campaign, don't make it too long or complex. Thinking of a plot doesn't mean inventing every trivial detail, only a general outline is needed, specific details can be made up as the need arises campaigns work best if the GM is flexible. The special Plot Generator described later may help to inspire you.
A typical plot would take a shape something like the following. A planetary governor has become over ambitious and has overthrown the imperial authorities on his planet. He has declared himself the sole King of the planet and surrounded his royal palace with a power field. An imperial Inquisitor was on the planet together with other representatives of the priesthood. The Inquisitor tried to lead a counterrevolution, but this was a complete failure. The Inquisitor and his supporters are now in a maximum security jail some miles from the
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palace and may or may not be alive. Before he was captured the Inquisitor got a message to the imperial authorities through an Astropath. The message is fragmented and reads: '...Commander Baal is now in sole authority and we await the final assault. Cannot now reach secret tunnel under palace, but have memorised the palace plans and made a tape copy which I am placing in the Temple vaults.' The reference to a secret tunnel clearly refers to a previous message which was not received. The Temple is the HQ of the planet's priesthood and appears to have formed the last bastion of defence against commander Baal's rebels.

There are two sides in this campaign - Commander Baal's rebels and a force of Space Marines sent to put down the rebellion. Baal has control of the planet's small habitable area, including the capital with the palace, the distant jail and the Temple building (now much battered) The Baal player has imprisoned the Inquisitor and a number of rebels in the jail. Baal is reluctant to kill the Inquisitor because he wants access to the temple vaults containing scientific manuals and other technical treasures belonging to the priesthood - he knows nothing of the secret tunnel that leads from the temple building to the palace. Only the Inquisitor knows the code words that will open the sound-sensitive vault, and it is likely only the Inquisitor's voice will open the lock (true although Baal cannot know this for sure).
The Baal player has his own household troops (which can be any models - if the planet was feral it might include natives of any technological stage as well as properly armed warriors). The player is free to distribute his forces between any of the three points - the jail, palace and Temple.

The Space Marines are equipped with landing-pods for a planetary landing, but cannot bring theft ships too close to the planet because of its extensive defences (teleporters are therefore out). The controlling player must decide what he wants to do. His options are: go straight for the palace and try to destroy the power field, rescue the Inquisitor and his captive army and gain access to the secret tunnel, go for the Temple and try to open the vaults. The attacking forces should include a few weapons which stand a chance of penetrating the power field - but only a remote one. The jail or Temple option should be more attractive. The vault can be opened by the Inquisitor. If anyone else tries it the vault computer says, 'Bleep! Correct authorisation required for entry - this unit will self-destruct in the event of physical assault'. The Marine Chapter leader has authority to override the system - but must be present! There is a chance of finding the tunnel without the map - but this should be a last resort only - perhaps taking several days of searching the Temple and grounds (the Marines don't know the tunnel leads from the Temple in any case', and would be unlikely to waste so much time looking for it).

The campaign will probably start with an assault either on the jail or Temple. Depending on the results of the first battle the Marines may wish to make a further assault, either to rescue the Inquisitor or to take him to the Temple. Once the Marines have taken the Temple and opened the vault, they have access to the secret tunnel which takes them straight into the Royal Palace for a final shoot-out. The player controlling Commander Baal may be given the option of moving some or all of his units between games. Further features could include - the vault contains weapons which could be used against the power field, the vault contains extra equipment, the Marines meet friendly natives at some stage and thus gain reinforcements, ditto - but the natives are unfriendly and an extra ambush is fought during the march.
The GM would have to prepare brief sheets for each player explaining the situation as he finds it. Forces would need to be carefully worked out-the Marines mustn't be too strong or too weak. They must not have weapons that could easily destroy the power field - the weapons in the vault must be worth having - perhaps they could tip the balance in favour of an open assault onto the palace. The Inquisitor and the Marine Commander are essential if the vault is to be opened. The vault is the key to success. If both characters are lulled the Marines have almost certainly failed - although if either one is alive the vaults can be opened or the tunnel used. If the jail is assaulted the local commander may wish to kill the Inquisitor - this requires a contradiction of his orders from Baal himself, and will take time. A suitable time should be allowed for this. If things are going too badly or too well for the Marines the friendly/unfriendly native encounter can be added as the GM thinks best (see what I mean about keeping things fluid! - the players needn't know that this wasn't planned all along).

KEEPING THE NARRATIVE GOING

Between each battle the GM should prepare new brief sheets explaining the situation to each player, perhaps outlining current options and summarising the 'story so far'. It is important to maintain a sense of continuity. This can be used to extend the campaign even more. At the close of a campaign the victors might be suddenly faced with a new peril - a further assault, a new mission, etc. Suitably reinforced, the victor starts a new campaign - but the sense of continuity is maintained the same characters and the same troops are launched upon another adventure. If the advancement system is used, characters will gain in power during each game, and each new campaign can be made tougher and more exciting.

Players will readily identify with characters they have nurtured through a whole campaign, and will usually be very careful how they use them. This makes the game more realistic - characters start to behave like real people.. carefully!

CASUALTIES IN THE CAMPAIGN

Models removed as casualties during the game are assumed to include the dead, injured and temporarily disabled. It is highly likely, therefore, that some models may in fact still be alive, and will be ready to fight in the next battle. A simple way to represent this is to assume that half the models removed are in fact only slightly hurt, knocked out or otherwise temporarily disabled. A side which wins a battle may recover all of these troops and deploy them in the next battle. Of the remainder, half are assumed dead, whilst the rest are suffering from injuries. Injuries can be generated from the chart below. If a player
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