Rick Priestly authored three scenarios for the Warhammer 40,000: Rogue Trader tabletop game, all Space Marines versus Space Orks.

This article is long, so I've split it into digestible chunks. Links at the bottom of each page.

Rogue Trader was conceived as a narrative-driven war game overseen by a GM.

To fight a Warhammer 40,000 game you will need an extra person called the gamesmaster, usually referred to simply as the GM. He will act as the umpire or referee, and it is his task to enforce the rules of the game; interpreting them where necessary. The GM should make sure that the players have sufficient dice, pencils and any other items needed during play.

-Rogue Trader rulebook

Rynn's Wolf Farm

The three main scenarios are Battle at the Farm, A Skirmish on Rynn's World and The Wolf Time. These were published early in the life of Rogue Trader and work best using the rules as published in the Rogue Trader rulebook, or at least with judicious application of revisions, of which there were many.

GM Driven Games

A GM is a necessity for these scenarios because significant information was supposed to be hidden from players.

Every scenario has fixed forces, weapons, scenery layout and deployment. The upside is that many war game time-sinks are eliminated because everything is planned beforehand. No adhoc list building. No lengthy terrain set up.

This approach has downsides. Players have to be sufficiently incurious not to read the scenario in advance. Specific model types have to be owned unless the GM fiddles with the scenario. Prescriptive model choices also restrict army building, a fun aspect of the hobby.

Miniatures

I've listed the miniatures required to play each scenario. The equipment listed is what most players might expect to be represented for WYSIWYG miniatures. I've omitted standard equipment, like power armour for Space Marines or flak/mesh armour on Orks. See the published materials for detailed equipment like grenades, force fields and so on.

Comments

I have included comments on each scenario. I am not a better game designer than Rick Priestly, I just have the benefit of nearly 40 years of hindsight. Each analysis reflects my personal biases about what makes a game fun. Feel free to disagree.

Beyond the Rick Priestly Scenarios

Finally, I will cover some niche scenarios, assets for designing your own games, and how battles without a GM can be conducted.