Rogue Trooper

A Space Marine Scenario

by Derek Henderson


Those who cannot remember the past are condemned to repeat it.

--George Santayana (1863-1952), U.S. Philosopher and Poet

[As an un-ashamed "Trekkie "' Star-Wars, Bab-5 and all-round SF- enthuslast, (since the age of 13!) I have always wanted to see science fiction translated to the wargames hobby and have almost always been disappointed when it is. Role-playing seems to give me the best experience in this respect and computer games (when they are not just based on how quickly I can press a button) come a close second. However, every time I have approached a wargaimes table while an SF miniatures game is in progress, the only things that ever attract me are the paint-jobs on some of the figures. Somehow, the table-top action doesn't come up to my expectations. Still, I am sure there are many for whom this experience is far from the case. For them and for the agnostics, Derek Henderson's offering provides an interesting scenario to bring your rules to life. By the way, I hope Derek was not having a go at yours truly with his quote from Santayana (see editorial) Ed. ]

Introduction

The following scenario was created when I was a member of a certain wargames club and seemed to be placed in charge of the club's youngsters more times than was equitable. Each week I put on what I thought was a challenging game but although these seemed to be enjoyed there did appear to be a certain disquiet at the lack of "undead chaos spikey bits in space". This game was an attempt to satisfy that demand, still please me and maybe even bridge the gap between Games Workshop and the real world.

It is designed for one umpire, a traditional wargamer playing the rogue trooper (although the umpire can double up in this role) and as many junior players as want to play (or more likely that the umpire feels that he can cope with) - the Space Marines.

If you (and the rest of the club) can stand it then it is appropriate for the Space Marine players to play loud music of the sort that now seems inexorably tangled with their type of wargame. I hope that all will become clearer in due course.

Space Marines' Briefing

(same for each player):

Brother Pieter has committed the ultimate crime. He has deserted your chapter, the Space Wolves (or whatever chapter is required to satisfy the players) and brought dishonour upon the chapter and eternal damnation upon himself. Now, however, after diligent searching and sometimes none too subtle enquiry he has been tracked to Argon III, a small planet in the Alexy quadrant, where you can bring him to justice.

Argon III lies outside of the Empire and so caution must be exercised. Although the capture of Pieter is a requirement of the mission (for making an example of - his death would be a second preference) care must be taken that the Argonese are not overly upset by any of your actions and tipped into the enemy's camp. A demonstration of firepower may be one way to ensure that they stay out of this. Argon III is several tech levels lower than you and arguably not even as high up the evolutionary tree!

Failure to end Pieter's crime and bring him to justice is the surest way of curtailing your own promotion prospects if not life.

You have X (the number of Space Marine players) squads of Space Marines, equipped to personal preference and they will beam down as requested within the area in which Pieter was last detected.

Pieter, the Deserter's Briefing:

You are ex-Space Marine Pieter of the Space Wolves Chapter, Regiment, Squad whatever. Fed up with the regimented life the Space Marines have forced you to lead from birth you deserted some twelve lunar months ago and became a freebooter. You now tramp around the galaxy making out as best you can.

Your need for credits however soon led you to take up with a small band of other outcasts. Here your military training led to the formation of a small, efficient and successful band of pirates. Unfortunately, the Space Marines never forget. Apart from not deserting their dead or wounded they've also got a thing about deserters. Since day one you've been pursued by an unknown number of Space Wolves who have designs of an obviously unhealthy nature on your well-being.

As the Wolves grew nearer you took refuge on Argon 111, a small planet in the Alexy quadrant, to let the heat die down and carry out much needed repairs to your dated craft. It's been batting around at high speeds for far too long and is now incapable of almost anything.

Argon III is relatively little known and more importantly remains a neutral in the constant war between the Empire that the Space Marines serve and its multitude of enemies. Whilst not welcomed by the Argonese the Argonese policy of "live and let live" has ensured your crew's relative comfort. To capitalise on this you have successfully restrained your men's usual behavioural style and life on some of the natives.

Argon III itself is of Earth-like chemical composition although many of the flora and fauna were initially strange to you.

Now, however comes the worst news in a long while. Your transceiving equipment has picked up the unmistakable, though indecipherable, codes of the Space Wolves and they are heading your way. Outnumbered and out-gunned you only have the "home" advantage in your favour. Prepare to make them pay.

You may prepare a limited number of camouflaged foxholes with connecting tunnels and dig dead-fall pits. These can be made nastier by using vibra-titanium spikes dipped in "goo". High tech detection equipment can still fall prey to low tech subtlety.

The Argonese will not wish to become involved. If trouble flares they are likely to run and hide but if fired on by outsiders may well retali ate.

Hidden placement and movement is allowed. Use a map and liaise with the umpire.

Remember that he who fights and runs away lives to fight another day. Do not be afraid of killing a couple of Space Marines and then slipping away off table. Have a word or pass a note to the umpire and then hang around to give the Space Marines the wrong idea of what's happening.

Umpires Notes

The success, or otherwise, of this scenario depends on a high quality of active umpiring. You are there to set the scene, track any hidden moves, make decisions and adjudicate what can and can't be seen and done. This is particularly true if the Space Marines land loaded up with long range movement detectors and other similar high tech equipment. Your first task may well be to set up the table and talk with Pieter. Where are his foxholes and traps etc.? How determine pitfalls? Effect of Early technology?

In the game you will run the Argonese as you deem appropriate. Remember too, the blue-on-blue situations that can arise if the Space Marines choose to use spread out drop zones out of sight of each other's landar or verbal contact. Make the "Space Marine players converse for real". They'll probably love this but I suspect it will be somewhat lacking in useful content.

The Argonese and Space Marines cannot really communicate. They have no comprehensive common language. Make the Space Marines stick to a few very simple phrases if they interrogate any Argonese and make any replies vague (infuriating?)

The Argonese themselves may well fight back against the Space Marines in the long run but for the purpose of this game they'll either run or hide.

Debriefing

A debriefing is a vital part of any worthwhile game. It's not a chance to "have a go" at the scenario writer or umpire - if so you'll very soon run out of both. It's a chance to discuss the scenario, the rules and how the game was played. Did the rules work? How can things be improved for next time? Was the game worthwhile? Was it realistic or plausible?

In addition facets of the particular game should be discussed. In this game, for example, ask the Space Marines how It went. Chances are that they will concentrate on the capture (or not) of Pieter, how many perceived enemy were killed and the outcome of any fire-fights. Did they consider the wider picture and Argonese neutrality? Whatever happened to "hearts and minds"? If played this should be a high frustration "what's going on?" game for the Space Marines who should long for the comfort of a straight stand up fight. They've brought all that powerful weaponry and want to see it used.

Figures

The Space Marine players should (or will) bring their own squads. Let them be armed with whatever they like but try to ensure that each squad is reasonably well balanced and possesses at least one rifle equivalent! Naturally the "Space Wolves" chapter may become something else. Umpires are advised to let the players sort that out for themselves.

Pieter, the Rogue Trooper himself, should be a Space Marine figure borrowed from a friend. Conventionally armed. I had an old figure of my own, saved from meltdown and which I painted up for the occasion.

The pirates can be anything that looks okay(ish). I used some old, quite horrible Hinchcliffe space figures again from the melt down box which looked like reject aliens from an Ed Wood film. Stick to low power weaponry and have only, say, 5-6 of them.

The pirates' craft which is awaiting repairs can be represented on table if you've got a suitable model. If not then it's parked elsewhere.

The Beish (see map) are really just present to get shot at. Some kind of domesticated animal that is unknown and gives off "life" readings if appropriate. Naturally they cannot answer questions. In my game they were genetically perfected cattle - all meat and leather with no waste. They took sustenance from the ground by slowly moving over the plant life on it. I used walnut shell halves painted in cow-like black and white patterns. (I know they're not Chapter Approved but I think I got away with it, The game's only a one off so don't go overboard on expense.)

The village should look alien. Any old "hutoids" will do clustered together to form a settlement. Add a few bits of "thing" that the Space Marines may want to investigate. Look in your spares box or save Interesting shapes from going into these bits either beforehand or as required during the game. "It looks like it's something used for clothes/processing cleaning floors" and so on.

The Argonese play no real part the game and are likely to become targets for trigger happy Spam Marines. Use any suitable figures with no weapons or "agricultural tools". Their retaliation will be feeble but give it a few years...

The terrain is very flexible. The attached map is for the sake of completeness only. Use what scenic materials are to hand but allow Pieter to have some influence. After all, he chose the killing ground. Try to make the scenery dense and remember that it's not easy passing under low hanging trees etc. with a huge banner on your back!

If Pieter is switched on then he won't participate in the final 2/3 or so of the game. Don't call a halt to the game then but let the Space Marine players blunder about and shoot things up all by themselves.

Rules

When originally played the WH40K rules were used but any Science Fiction skirmish rules should work If the umpire plays his part well enough. Bearing in mind the game's context the umpire should obey the majority of players' (i.e. the Space Marines') choice.

To Spell It Out

It is possible that someone hasn't, spotted that this low tech versus, high tech, restrictive use Of firepo*: er, hearts and minds, alien environment, obsession with flrepower (and the musical environment if allowed) are actually Vietnam 1966 than Argon III in the 41st millennium as far as we can guess anyway.




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