D: The Wolf Time
An examination of The Book of the Astronomicon campaign for Warhammer 40,000 Rogue Trader. Beware, spoilers!
WH40K's first expansion The Book of the Astronomicon dedicates 38 pages to a four part campaign.
The voyages of the Spacewolves' five-year mission to uncover new worlds and cleanse them of the Emperor's enemies would provide sufficient material for a TV series, if not several high-budget feature films. But suffice it to say, the Marines did their duty. By the year
987.M41the Spacewolf Armada was approaching its final target - the planet Xit.
☠ Campaign

This campaign is tangentially related to the previous two scenarios. Some of the Arch-Arsonist of Charadon's forces led by Kulo Kargash got lost on their way to Rynn's World and conquered Xit instead. Commander Enoch of the Space Wolves must liberate Xit.
The Wolf Time is a series of four skirmishes. The first three battles ostensibly take place simultaneously and the Space Wolf player has to split their forces before uniting the survivors for the final battle.
This scenario added time limits to the preliminary battles (6 turns) to create a sense of urgency. Space Marines could take longer to achieve their objectives but might be delayed for the final assault. Each skirmish had unique terrain and special environmental rules. The final battle in Kulo's Castle took place using special multi-level dungeon maps.

☠ Xits

Space Marines
| Quantity | Model | Equipment |
|---|---|---|
| 1 | Space Marine (Enoch) | Bolt gun; bolt pistol; power glove |
| 1 | Space Marine (Storm) | Bolt pistol; plasma pistol; chainsword |
| 1 | Space Marine (Greylock) | 2 bolt pistols; hand flamer |
| 1 | Space Marine (Inferno) | Bolt gun; bolt pistol; power sword |
| 1 | Space Marine (Ocellati) | Power glove |
| 1 | Space Marine (Edrigar) | Bolt gun |
| 26 | Space Marine | Bolt gun; bolt pistol |
| 8 | Space Marine | Missile launcher; bolt pistol |
| 4 | Space Marine | Lascannon; bolt pistol |
| 2 | Space Marine | Heavy bolter; bolt pistol |
| 1 | Space Marine | Bolt pistol; power glove |
| 2 | Space Marine | Bolt pistol; flamer |
| 2 | Space Marine | Bolt pistol; melta-gun |
| 5 | Space Marine | Bolt gun; bolt pistol; jet-cycle |
The jet-cycle was a precursor to the later jetbikes.
Station One Orks
| Quantity | Model | Equipment |
|---|---|---|
| 1 | Ork (Alug) | Power armour; heavy bolter; hand flamer |
| 3 | Ork | Bolt gun; chainsword |
| 9 | Ork | Bolt gun |
| 3 | Ork | Heavy bolter |
| 5 | Ork (techs) | Bolt pistol; sword |
Station Two Orks
| Quantity | Model | Equipment |
|---|---|---|
| 1 | Ork (Zymot) | Power armour; plasma gun; hand flamer; power glove |
| 4 | Ork | Bolt gun; chainsword |
| 12 | Ork | Bolt gun |
| 4 | Ork | Heavy bolter |
| 5 | Ork (techs) | Bolt pistol; plasma gun; sword |
Station Three Orks
| Quantity | Model | Equipment |
|---|---|---|
| 1 | Ork (Kalug) | Power armour; bolt gun; bolt pistol; chainsword |
| 4 | Ork | Bolt gun; chainsword |
| 1 | Ork | Bolt gun; chainsword; hand flamer |
| 16 | Ork | Bolt gun |
| 4 | Ork | Heavy bolter |
| 5 | Ork (techs) | Bolt pistol; plasma gun; sword |
Kulo's Castle Orks
| Quantity | Model | Equipment |
|---|---|---|
| 1 | Ork (Kulo) | 2 bolt pistols; power glove; neuro-disruptor |
| 1 | Ork (Rulko) | Power armour; flamer; bolt pistol; chainsword |
| 1 | Ork (Fogg) | Power armour; flamer; bolt pistol; chainsword |
| 1 | Ork (Spleenripper) | Bolt pistol; bionic arm |
| 2 | Ork | Power armour; bolt gun; hand flamer; chainsword |
| 16 | Ork | Power armour; bolt gun; chainsword |
| 15 | Ork | Bolt gun; bolt pistol |
| 25 | Ork | Bolt pistol; sword |
Orks
This table rationalises the Orks required across the four battles.
| Orks | Equipment |
|---|---|
| 1 | 2 bolt pistols; power glove; neuro-disruptor |
| 16 | Bolt gun |
| 1 | Bolt gun; bionic arm |
| 15 | Bolt gun; bolt pistol |
| 4 | Bolt gun; chainsword |
| 1 | Bolt gun; chainsword; hand flamer |
| 5 | Bolt pistol; plasma gun; sword |
| 25 | Bolt pistol; sword |
| 4 | Heavy bolter |
| 1 | Power armour; bolt gun; bolt pistol; chainsword |
| 16 | Power armour; bolt gun; chainsword |
| 2 | Power armour; bolt gun; hand flamer; chainsword |
| 2 | Power armour; flamer; bolt pistol; chainsword |
| 1 | Power armour; heavy bolter; hand flamer |
| 1 | Power armour; plasma gun; hand flamer; power glove |
☠ Terrain
Temple Mountain
Large temple; 2 long huts; 5 rubbish piles; statue; temple interior; 6" gate.
The Pit
Generator building with look-out post; 2 long huts; walls; 4 release valves; scattered rocks.
Trembling Teeth
2 generator buildings with look-out posts; 2 long huts; 2 small huts; scattered rocks.
Kulo's Castle
4 pages worth of interior maps representing two levels of a fortress.
☠ Comments
I have never played this campaign, but I see flaws. The book does say this campaign is for expert GMs. Maybe I'm not expert enough.
☠ The Sense of Urgency
A section of the GM's brief is titled The Sense of Urgency.
The Marines have a secret time limit of 6 turns in which to achieve their objectives in each of the generating station battles. None of the players should be aware of this limit.
You cannot create a sense of urgency by hiding the time limit. The Space Marine player at least should be aware that the clock is ticking.
☠ The Plan of Attack
Before deciding upon your strategy, read the target reports that follow. You must decide how to divide your forces against the individual targets.
This is a cool way to set up a campaign.
The Space Marine player has three targets but knows only two must be destroyed. The campaign is automatically lost if two targets cannot be destroyed. I think it is a mistake to cut the campaign dead like that. Taking out all three has additional benefits the Space Marine player is unaware of.
☠ The Generator Stations
The three generator station battles each come with their own layouts and environmental hazards and I don't have much to say about them.
It's useful that they reuse some of the same terrain in different layouts. The buildings assume interior access which I would dispense with for the sake of convenience and game flow. Ruins or open-top fortifications might serve better.
☠ The Castle
To represent the Castle's layout you may find that copies of the following Games Workshop floorplan sets are invaluable: Dungeon Floor Plans 1, Dungeon Rooms and Citi-Block.
The one time I tried it I found a Rogue Trader dungeon crawl less fun than it appeared on paper. More shuffling squads down corridors than entertaining firefights.
Dungeon crawls are more fun with a small model count. Things need to be dense enough that you get some action every turn. GW has board games designed around this concept and I would just go play those instead.
I would replace this battle with an assault on a fortified position. This is the approach Cyril Perret took when adapting The Wolf Time for 40K 3rd edition in Citadel Journal 46, but I would go further.
The fort would get three defence mechanisms, each powered by a generator station. This opens up tactical choices for the Space Marines and even allows them to make a (possibly suicidal) attack in the case where they don't take out any generators.
Also, can you fly jet-cycles indoors?
☠ Model Counts
By early Rogue Trader standards these are large battles. To my mind this scenario sets unrealistic expectations. Ork forces require 95 models. You can cut this number down using proxies or reducing WYSIWYG requirements but the final battle still assumes 62 Orks.
Space Marines were mostly covered with the RTB1 box supplying 30 miniatures but Orks had an entirely metal range. RTB13 was released years later.
I think the model count should be inversely proportional to the complexity of the scenario. If there's too much going on you risk getting bogged down in detail and running out of play time.
☠ Sub-Plots
The sub-plots section allows the addition of more models at the GM's discretion - primitive humans and/or wild animals. I think enough is going on that this should be avoided.
☠ Bad Doc
One of the interesting things in this scenario is Doc 'Bits' Spleenripper. Described as a major hero he had a minor hero profile.

Spleenripper foreshadows some of the madness that Orks would undergo in the Rogue Trader era. He has a bionic arm that can randomly attack nearby models or the doc himself. This kind of thing is fun in small doses.