First off, I'm using 6th edition rules, and both the Chaos: SM and Vanilla marine codexes.
You are a Space Marine Sergeant. You were transporting a chaplain via stormraven over enemy lines when you were shot down.
Your squad, the chaplain, and the co-pilot have survived. You're not sure about the dreadnought that was being towed outside, the crash really has you disoriented. The co-pilot, a Techmarine, lets out the distress beacon, calling for support, the nearest support is far away, but they are en-route. Suddenly, you hear a distant moaning and the marching of feet. the emergency system in the hatches finally activates and they blow open. you see defensible ruins near-by. you raise your chainsword and look to your troops, "FOR GLORY!!!"
Now then make sure you have some way of accounting for around
90+ zombies, the more the merrier, a few regular cultists, khorne berzerkers, and a helbrute.
Your "team" will be made up of 2 full tactical squads, a drop pod, a 3 man marine bike squad, one assault bike, one Chaplain, one techmarine, and a basic dreadnought.
(proxy what you don't have. I used the zombies from twilight creations boardgame, "Zombies!!!" they sell for about $6 for 100)
The terrain will be wide basic ruins of your choice. placing the destroyed stormraven near an edge of the table.
What ever edge you decide on (use a scatter die if you feel like it) as your deployment zone.
Roll a D6, on a roll of 4 or less add nothing, on a 5+ add a bunker with no weapons added (mounted turrets, ect.).
At the beginning of the game, roll a D6, on a 4+ the dreadnought survives the crash, anything else and it was destroyed and enters the game as being "Wrecked". he is a basic dread. no upgrades.
The first tactical team can use what ever weapons they can have as described in the Space Marine Codex, minus the rhino transport/drop pod and are immediately put on the field.
This also applies to the techmarine, with the exception of servitors or a Space marine bike.
The Chaplain is with storm bolter, plasma pistol, or ANY combi weapon available to him. apart from that, he has standard gear as described in the codex.
At turn 10, reinforcements arrive! Roll a D6, on a roll of 1-3, a 3 man bike squad comes in with an assault bike. On 4-6, a drop pod rains down with a full squad. use same rules as first squad.
At the star of every enemy turn, add one 30 man squad of zombies until you either run out of zombies, or room on the board. (which-ever comes first! but remember to spawn a new one when there is room)
respawning dead after running out of models. (As much as you have at the end of the turn)
The zombies move towards the nearest squad each turn and automatically declare assaults on any applicable units
After turn 6, add a 10 man squad of cultists with auto guns and one heavy stubber.
they act the same, except they shoot during their shooting phase at th nearest unit. Stop at 24" away from the nearest unit and take the nearest cover between 18"-24" away from that unit, maintaining a firing position. 1 respawn 5 turns after entire squad dies.
After turn 12, add a 5 man Korne berzerker squad. Act the same as zombies. 1 respawn 2 turns after entire squad dies.
After turn 25, add the helbrute. replace the multimelta with another powerfist. No respawn.
Victory: survive to turn 30. Help has arrived, and the chaplain is rescued! You honor your chapter!
Defeat: The chaplain dies. You have failed your chapter and were slain by the forces of chaos.
P.S. Feel free to use your own army using the same general Idea, bring in maybe 1 squad of basics, one light HQ, one single light elite, and a heavier choice that may or may not enter the game, with fair reinforcements later on (around turn 10)
THANKS FOR READING!










