The Wolf Time Ex-Xit
Citadel Journal 46 adapted an older Space Wolves scenario for use in Warhammer 40,000 3rd edition.
The Book of the Astronomicon (1988)
40K's first supplement included a four part campaign which had the Space Wolves liberating the planet Xit from invading Orks.
Citadel Journal 46 (2001)
Citadel Journal was a magazine fans could contribute articles to. Cyril Perret adapted the scenario for use in 3rd edition.
Perret changed many of the names to reflect the tone of 3rd edition. Xit becomes Adaric II. Commander Enoch becomes Wolf Lord Skallagrimson. Governor Kargash becomes Warboss Grashnak. The structure of the campaign is largely carried over intact. The first three missions even reuse the battlefield diagrams from 1988. The rewrite dispenses with the need for a GM. Both players are encouraged to read the campaign thoroughly.
The biggest change comes with the final assault on Grashnak's Stronghold. The original uses dungeon crawl floor tiles. Rogue Trader is focused on individual miniatures. Third edition has squad-centred combat. Instead, an open battlefield with a fort is used.

Forces
The forces and armaments are still predetermined. Choices are updated to use entries from the 3rd edition codices. Most forces remain infantry. Choices don't always respect codex or org chart limits.
The Orks are outnumbered and have to play to the victory conditions.
Units of Note
The smaller ork forces are led by a Nob or Big Meks because the Warboss is in his stronghold. Mekboyz units use the Mekboyz Bodyguard rules without needing to be attached to a Big Mek. Orks get a Dreadnought and two buggies in the final confrontation.
Space Marines get a Venerable Dreadnought. Space Marines on jet-cycles get replaced by Blood Claws with jump packs.
Points Equivalents
The tables break down the points ratios involved. I counted the Venerable Dreadnought as an elite choice. I counted the Mek Bodyguard as troops because they are not attached to a character and are not well-equipped. The Ork player needs sentries for one scenario.
The article mentions adapting the scenario to players' collections in partnership with the other player.
Opponents
| Units | Space Wolves | Orks |
|---|---|---|
| HQ | 442 | 372 |
| Elite | 442 | 136 |
| Troops | 1180 | 1310 |
| Fast Attack | 450 | 92 |
| Heavy Support | 418 | 83 |
| Total | 2932 | 1993 |
Orks by Battle
| Units | Temple Mountain | The Pit | Trembling Teeth | Grashnak's Stronghold |
|---|---|---|---|---|
| HQ | 37 | 81 | 48 | 206 |
| Elite | 136 | |||
| Troops | 235 | 235 | 336 | 324 |
| Fast Attack | 92 | |||
| Heavy Support | 83 | |||
| Total | 272 | 316 | 384 | 841 |
Comments
I have written about the original Wolf Time . I think this looks like a good adaptation but is too faithful to the original and shares some of the same problems.
Victory Conditions
The scenario makes the same mistake as the original in killing the campaign dead if the Space Wolf player can't win two of the opening scenarios.
Interiors
Some of the building interior play from the original scenario is carried over. The 3rd edition rulebook's only nod to that kind of thing are rules for bunkers which act like immobile transports. The Cityfight supplement has more rules for buildings but mostly assumes ruins you can place models within.
Unit Sizes
Ork unit sizes are larger in 3rd edition which works against them here. It may be worth allowing the Ork player to split some units into groups of five in the interests of fairness.