== What is this This directory contains the Warhammer 40,000 campaigns I've written and run. You are free to use these campaigns for any purpose under the terms of the Creative Commons Attributon-Sharealike 4.0 license. == How to use the files These files are a plain text format called Asciidoc. You can open them in a good text editor like https://pulsar-edit.dev[Pulsar] or in a word processor like https://libreoffice.org[LibreOffice]. You can convert a campaign into a pretty PDF or HTML using [http://asciidoctor.org](Asciidoctor). == How to play These are wargame campaigns, so you need miniatures and terrain and some rules. When I play with friends, I play the opposing force and serve as Game Master, while my friend plays the Hero Army and, through victory or defeat, determines which way the story goes. You don't need a Games Master, though. All variables are tied to a dice roll, so the story progresses no matter what. If you have no Game Master, or if you are the Game Master, then take time between games to bridge any gaps in the story between each scenario. The job of the Game Master is primarily to ensure that the game can continue, regardless of whether the Hero Army was victorious or destroyed. After an army is defeated, maybe reinforcements arrive, or maybe the Hero Army was taken captive and teams up with other prisoners to continue the fight, or maybe the leader of the Army gets resurrected through some weird and forbidden science. Come up with explanations for impossible plot twists and explain "the story so far" and the Hero Army's goal at the start of each gaming session. The Game Master's secondary goal is to introduce surprise elements into the game. This is an art more than a science, so use your powers judiciously. One easy option is to include loot markers, which an army in range can search as a free action on their turn. On a roll of 5 or 6 on a d6, for example, the army gains something special. If a game is going a little too well for one Army or the other, the Game Master could introduce elements like an ambush, or the sudden appearance of a daemon prince, a rogue third army, an assassin, or whatever. If there is no non-player Game Master, you can exercise your own creativity as you play. As a player, you can introduce surprise elements _against your own army_. If you do, you gain 1 Requisition Point, which you can spend to improve your Army before the next game session. You can only gain 1 Requisition Point from a surprise element once each game session. Treat each campaign as a story prompt. The campaigns are intentionally minimally written. You can change what you need to suit your available gaming assets. I've played these campaigns several times each, sometimes with wildly different armies from what I listed in the actual document, and using whatever terrain I had on hand. There are no proscribed army lists or even points targets. All of these campaigns are intended for casual games with friends, and they're designed to progress regardless of which army wins each scenario. Focus on the story and role play, and have fun.