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One of the most famous tales of rivalry ever to
be told across the galaxy is that of the Dark Angels
and the Space Wolves. The legend has its roots in the
days of the Great Crusade, and many variations of
it
can be heard from one end of the galaxy to the other...to
this day, whenever the Space Wolves and the Dark
Angels
meet, a champion from each Chapter is called upon to
refight the ancient duel of the Primarchs in order
that
honor may be satisfied.
- p. 20, Codex: Dark Angels
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grim, stubborn solemnity of the Dark Angels has earned them
few friends over the millennia, least of all among the Space
Wolves of Russ. Long ago, these vaunted Space Marine Chapters
developed a rivalry that would have likely turned into open
warfare if not for the many threats to the Imperium that demanded
their attention. Instead, both sides must content themselves
with a clash of champions whenever they meet.
This mission can be played before any other Warhammer 40,000
mission where either Chapter or both are involved. If you
are about to engage in a game between Dark Angels and Space
Wolves, that's perfect. However, it's admittedly a rare
occurrence.
If your Dark Angels army or your Space Wolf army is engaging
any other force, however, you can still play out this rivalry.
It's not hard to imagine that your army is part of a larger
Imperial effort, one that happens to include the rival Chapter.
Thus, even if you're about to face Tyranids, for example,
it is conceivable that your Champions would settle their grudge
before joining ranks to fight off the Xenos threat.
What does all this mean in game terms? The Dark Angels player
selects a champion from the Independent Characters in his
army list, the Space Wolf player does the same from his, and
you fight out a pre-game match based on the special rules
below.
Ah, but what if you only have one side? For example, let's
say you have a Dark Angels army, and you're facing off against
a Tyranids player. In that case, the Tyranids player gets
to select a champion from Codex: Space Marines just
like you did. Hopefully you have a representative model on
hand — if not, a Tyranid (or whatever other species
you're facing) on the right-sized base will do in a pinch.
Select a Champion. Each side must select a Space
Marine champion from their army list to participate in this
match. The champion
must be an Independent Character, and cannot be a Monstrous
Creature or be riding a vehicle. If you do not have a model
that fits these criteria in your army, you may select an
individual model that isn't a Monstrous Creature or riding
a vehicle and treat it as if it were an Independent Character
for this match. If one player doesn't have a Space Marine
army, then he may select a champion from Codex: Space
Marines and play the match with an
appropriately sized model.
[OPTIONAL] The Stakes. If you're up for more than
just re-creating historic rivalries, follow this special rule
after you determine the winner of this mission. The Independent
Character selected by the loser cannot be used in the full-fledged
follow-up game of Warhammer 40,000 (he's busy recovering from
his wounds). If you do not play Dark Angels or Space Wolves
and fielded a proxy champion who lost, then tally up the points
he was worth and remove models from your army to match that
loss in points.
1) Lay out a 4' x 4' table area. Next, alternate placing
two to five city terrain pieces all over the table (Alpha-level
game terrain per the Cities of Death expansion guidelines).
Try to leave some room between the buildings like a normal
settlement would have. Roll off to earn the right to choose
who goes first.
2) Agree on the centerpoint of the table. Imagine
a 12"-radius circle around this point. Deploy the champion
who's going first anywhere on this ring. Deploy the other
champion on the opposite side of this imaginary circle from
the first one. Thus, at the start of the 1st turn, your champions
will be 24" apart.
This pre-game mission is your basic grudge match. Whoever
is reduced to 0 Wounds or less first has lost (presumably
beaten within an inch of his life, not slain). The survivor
is the winner...until next time the two Chapters meet.
Ideally, you should play until one side is victorious. Alternately,
you can limit this mission to a total of 6 turns and still
have a good go of it. If you choose to limit the turns, then
the champion who's reduced to the lowest number of Wounds
at the end of the final turn has lost.
If any units are forced to fall back, they will do so toward
the table edge closest to where they first deployed by the
shortest route possible.
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