Showing posts with label Only War (40k). Show all posts
Showing posts with label Only War (40k). Show all posts

Greentext: Tales of Chappa Fliks: Parts 5 and 6, Borderline TPKs and 80's Hacking Montages.

Posted by: Jason Silverain / Category: , , , ,




Part 5: Heroic Sacrifices and Percussive Warp Core Maintenance


> Beginning a little earlier than normal the group having gotten used to the interface of Fantasy Grounds.
> we began to delve to some its other features, after the Dark Eldars plotting none of us wanted to be at a disadvantage in the future.
> Of course the fact that most players had chosen rather verbose names made the whispering feature a pain to use so some of the players gave up on it turning back to steam chat.
> myself and the Jedi Player with sensible character names were doing fine.

> Having been forced to miss a week we quickly recapped the key moments of the last session:

> Chappa and the Jedi has commandeered the salvage vessel, managing to pacify or intimidate most of the skeleton crew that was on board into following their orders and had managed to put good distance between themselves and the shipyard.

> The Jedi's contact a defecting Imperial Intelligence officer was also safely aboard the vessel and needed to be taken to the rebels as soon as possible due to important information she knows. 
> Party is current having bets between Hive Fleet, Death Star, or a Imperial Crusade incoming.

> Salvage Ship now confirmed by the Gm to be a CR90 Corvette with most of the weapons stripped leaving just its main two turrets but it does have extra room in cargo and docking because of this.

> Tau who originally was going to board the Corvette has taken control of near 50 servo drones that are designed to break down debris and has order them to start stripping down the space station. 
> He is now currently in a Imperial shuttle which is slightly damaged due to poor piloting.

> The Space Stations Warp Core has been ejected and thanks to some hacking by the Dark Eldar has had its stable orbit broken.
> It is drifting at increasing velocity towards the Imperial Naval Space Docks where two Star Destroyers are docked undergoing maintenance.
 > Should the Station and Docks collide their orbits would decay and the wreckage from them could kill millions and may even cause an impact event .
> On a side note most of the tannoys and screens within the Space Station are still showing ads for Mr T'Orks weapons business.

> The Dark Eldar, Bounty Hunter and Mr T'Ork were now currently drifting through space clinging onto the shielding of the Warp Core and no one else in the party knew this.

> Ewok and Jedi confirm our ship was away from the wreckage.
> Chappa points out that no one has said where they needed to go and hasn't a clue, Jedi fails knowledge roll on local surrounding systems.
> Intelligence Officer tries to interject but is distracted by panicking bridge crew.
> Radio Tau who also fails and doesn't care as long as they are away from this place.
> Hyper driving in a random direction seems colossally stupid. 
> Roll contacts to see if I know any rebel hideouts nearby.
> Roll 5.. a pass there's a small rebel resupply safehouse in a nearby system on a old mined out moon. 

> Inform the Jedi that's where I'm planning on going until Intelligence Officer states that was her idea too.
> ORLY.png
> If the defecting Intelligence Officer knows about it then its most likely in Imperial records. 
> Roll another contacts roll at penalty for a different location. 
> Realising that I require a dice explosion to pass.
> Dice Explosion... the dice gods are feeling kind, secretly changed co-ordinates to a location of a minor contact.
> Can actually hear the GM's twitch as he now realises he has to think of different plot for next sessions.

> Chappa broke out of jail by himself, saved a Tau from been killed, is the only pilot and has now stopped predictable ambush. 
> Must admit feeling a little smug, predict that dice will smite me later.
> Jedi keeps bridge crew from panicking as increasingly surly Ewok starts pressing important buttons.

> Meanwhile all hell begins to break lose at the shipyard.
> Apparently only one of the Star Destroyers has more than a skeleton crew on board at this very moment and the commander has realised what is happening.
> From a distance we detect 40 or so Tie Fighters launching from the Star Destroyers.
>Party Plays OhCrapOhCrapOhCrap.Wav
 > Incoming horrible laser death never arrives, Tie Fighters begin strafing the station trying to break it up into smaller segments.
> Tau Player who is usually a pragmatic killing machine to the point of annoying rest of party has seeming does a 180 in his usual play style.
> Orders drones to assist and the break down small chunks of the station that are drifting off.

> At this point his shuttles scanners also detect the rest of the party hanging off the Warp Core and he starts heading towards them.
> Dark Eldar begins boasting over his coms to Bounty Hunter and Mr T'Ork about his achievements, how he's not a genocidal maniac how he is a man of vision etc etc.
> Bounty Hunter sick of Dark Eldars shit and partly worried that the Dark Eldar will befriend the explosion addict Ork disables the Dark Eldars coms by breaking the relevant transmitter of his helmet.
> Mr T'Ork not paying attention realises that they are drifting away in “Boring direction”
> After some failed concepts decides on a plan of “Dibolical Kunning” after remembering he has a flame thrower.
> Mr T'Ork turns round and now begins using his flamethrower to propel the Warp Core. Actually goes quite well and the roll passes but the skill dice rolls a 1.
GM decides that the Warp Core is now spinning but is heading right direction.
> They must all roll endurence tests not to be sick.
> All three pass rolls to avoid puking in their helmets as they turn a little green or a darker shade in Mr T'Orks case.

> GM “Oh by the way, there is now a crack in the protective shielding and power spikes are detectable in the Warp Core.”
> Party Plays OhCrapOhCrapOhCrap.Wav
> GM and Jedi player are puzzled “But wait a moment aren't most of you guys engineers?”
> Bounty Hunter can only hack. 
> Dark Eldar has mad science for altering existing tech but is too busy wrestling with the Bounty Hunter and Mr T'Ork..
> Mr T'Ork has the explosives skill, “Its just a really big bomb, I'm going to roll it.”
> Fails roll. 
> Mr T'Ork in typical ork repair fashion begins smacking it with a large wrench deciding Percussive Warp Core Maintenance is the way.

> GM informs party that everyone is within the blast radius of the Warp Core except those on the ship which may have a small chance to survive.
> Party collectively brown trousers apart from myself and the Jedi Player
> Myself and Jedi now secretly conversing on the ethics behind abandoning the party and how long we should wait till we hyper drive away.
> Decide to wait for Tau they leave the others to die if they can't reach ship in 10 turns.
> The words “I'm not actively trying to kill the party..” keep coming up in this conversation. 
> Very glad no one else can see it.

> Typically Tau declares he's flying the shuffle along side the Warp Core forgetting its a small one man ship.
> Mr T'Ork fails a second repair roll. 
> The power spikes again GM reveals the Warp Core will explode in under 10 rounds. 
> Tau starts screaming at Mr T'Ork to stop helping for the Greater Good.
> Screw it we are leaving in 3 rounds.. no wait what are the Dark Eldar and Bounty Hunter doing?
> The Dark Eldar and Bounty Hunter now push off the Warp Core trying to drift in the direction of the ship and while fighting. 
> The Dark Eldar tries to throw something resembling a Thermal Detonator at the Warp Core thankfully the Bounty Hunter deflects it out into space.
> Jedi remembers our ship has a tractor beam and declares we have a plan. 
> In private chat we both conclude we are most likely going to die because we are too damn nice.

> GM laughs and reveals that he can see all private chats. 
> Then rewards both me and Jedi a Bennie.
> Party are suspicious. 
> I come up with a cunning ploy and distract them by posting pictures of dogs dressed as Ewoks.
> All play is suspended for 10 minutes. 
> Thank the Dice Gods for our short attention spans.

> Managing to stabilise the Warp Cores flight with the tractor beam thanks to good rolls by the Jedi. > The Tau exits the Shuttle and does okay in beginning repairs.
> Suddenly laser fire almost hits the Tau. 
> It seems a handful of Tie Fighters did come after us. 
> Curse the Dice Gods for our short attention spans.

> Threat vanishes as quickly as it appeared.
> Chappa seems to be an Ewok of many talents and obliterates the Tie Fighter with a well placed shot from the Corvette
> Attention back to our potential pursers we now realise that the Star Destroyers have both opened fire on the remains of the station.
> Escape pods launching from the Star destroyer that had initially launched the fighters it now surges forward ramming the incoming station. 
> For a moment it seems like it shields will hold before they overload and the station crashes into it.
> The Dark Eldars evil laughter cuts off once we realise with the sacrifice of the Star Destroyer that the forward momentum of the Station has been vastly reduce even as it collides with the shipyard.
> Some wreckage rains down on the planet but it is mostly small enough to burn up in orbit.
> Even though it is heavily damaged to the point of destruction the shipyards orbit doesn't decay.
> While most of the party give a sigh of relief at not destroying a planet we now realise the remaining Tie pilots are bearing down on us with vengeance in mind.
> Another Star Destroyer arrives in the system from hyperspace after hearing the distress calls.

> Desperate to buy more time the Jedi realises that the Warp Core could be used as a bomb.
> Prepares to launch it after he tinkers with deploying more power to the tractor beam.
> Its quickly pointed out to him that the Bounty Hunter and Dark Eldar have drifted into the beam and would be turned into paste
> Also the Tau and Mr T'Ork are still on the Warp Core.
> The words “I'm not actively trying to kill the party..” once again are uttered but publicly this time.

> A littler further repair work and the Tau rapidly gets back into his shuttle flying into the docking bay of the Corvette as Chappa begins to power up the Hyperdrive.
> Jedi remembers he is in fact a Jedi
> Uses the Force to pull Bounty Hunter and Dark Eldar in the docking bay. 
> In spite of parties protests in bringing the Dark Eldar, we did owe him a favour for getting our stuff.

> Mr T'Ork is now ready to go out in possibly one of the biggest explosions that he possibly could.
> Player is laughing regretting nothing.
> Dark Eldar manages to persuade the party that the Warp Core in spite of been unstable as hell is fixable and worth a lot of money and thus we finish loading it into the docking area.
> Repeated head desking as this point
> The session ends as Mr T'Ork does one final roll to try and fix The Warp Core as he rides in... 
> Failing again. It now has less than 5 turns till detonation.


Part 6 Race to Hyperspace


> Another two weeks and the group gathers once more.
> Jedi players headset mike doesn't seem to be working properly so I actually don't have much of clue about anything he said this session. 
> Though he spent most of the evening trying to fix it.
 > At this point we are pretty confident we are going to get away though as we recap.
> We suddenly realise we are two bad skill rolls away from a TPK... 
> Well myself and the Tau player anyway.

> As game resumes Tau bee lines to Warp Core attempting to fix it as party try to decide what to do.
> Jedi at this point remembers to close the hanger doors so Chappa can finally hit the hyperdrive button.
> GM asks rather sternly if we are SURE we don't want to jettison the unstable Warp Core as a makeshift bomb towards our pursuers.
> Dark Eldar points out that it is a highly valuable unstable Warp Core.
> Forgetting everything we have learned in the last few sessions about not trusting the Dark Eldar decide that the prize is too great to lose.
> We have one round left as Chappa sends the ship into hyperspace.
> Much to everyone's relief the Tau manages to repair the damage enough to buy another hour or two which will be more than enough time to affix a makeshift cooling system.
> Bounty Hunter begins to rant at Dark Eldar about morality.
> Amusingly enough be seems to predict the Dark Eldars replies before he can even speak and ends up holding up both sides of the argument.
> Finally stating “To Hell with it I need a drink..” and proceeding to start getting drunk from his hipflask.
> Amused the Dark Eldar states he's glad they had this conversation and then vanishes looking for engineering.
> Internally scream as I realise none of the other characters are following him.

> Now bored Mr T'Ork begins to explore the ship trying to find the armoury.
> Ends up trying to pursue a Servo skull.
> The Servo skull managing to escape Mr T'Ork encounters the ships cook whose kitchen is located next to the armoury room. 
> The Ship Cook seems to resemble if a wookie make love to an ogryn and someone shaved the result... badly.
> Ends up the cook options are limited to grilled, burnt or deep fried and has a instant dislike for Mr T'Ork.
> His skin tone makes her suspect he is a salad person.
> Realise that not only is the Ships Cook is bigger and more muscular than him but also wielding a massive cleaver that is bigger than his choppa.
> Mr T'Ork denies been a salad person.
> Out of character party does in fact point out that he is basically a fungus creature.
> Offers to obtain rare ingredients which is quickly changed to rare meats to deep fry for the cook.
> Party predicts we will be eating squigs for months.

> Dark Eldar locates engineering.
> The entrance is guarded by rather lax Storm Trooper who hasn't even realise the ship has taken off and hasn't even noticed the previous alarm.
> This doesn't stop the dark Eldar from doing what he does best. 
> Completely bluffs the poor trooper that he is the new commanding officer of the ship.
> Dark Eldar pausing from his inspection of the ship engines attempts to corrupt Storm Trooper through suggestive smile and homoerotic subtext.
> Dark Eldar player accidentally replaces his skill roll with ewok sith picture 
> Much facepalming and giggles ensue as we try to fix it.
> Only succeeds in replacing two other skills with the same picture. 
> Giving up the Dark Eldar player deletes the skills to retype them later after making the roll which obviously succeeds.
> We discover that the Storm Trooper is in fact an academy drop out after a grenade incident on Arrama 3.
> The Trooper now known as Sonny Gunn doesn't realise he's just a regular guard and not a trooper.

> At this point the ship shakes as if struck by a blast and is dragged from hyperspace.
> You'veGotToBeKidding.gif
> Fearing there may be shield problems the Tau becomes determined to attempt to wire the Warp Core that is currently in a transportable storage mode into the ships systems to provide extra power.
> Only relenting after 30 minutes of the party and GM explaining out of character the effect would be like trying to directly plug a nuclear reactor into lamp.
> The shaking Mr T'Ork is distracts from his wooing of the Cook and construction of a vending machine in the armoury.
> Finding a nearby console he activates the Green alert since “Green is da best and don't want these zoggin idots runnin faster in red..”
> Everyone on Ship WTF is a green alert as the corridor lights turn green.
> Party decided someone must of put a non recyclable in the wrong bin. 
> After several rounds of the party derping Chappa does the sensible thing and looks out the window.

> An Interdictor-class Star Destroyer... thankfully some distance away but still well within range of its interdiction field.
> General consensus is we are all dead. 
> But then we are hailed by a single Tie Fighter that reveals that this a regular stop and search due to the distress call from the shipyard and station.
> There relief for a moment until we realise we don't know the ship code, Captain or Imperial.
> We rush to find the Ex-Imperial Intelligence Officer 
> Except for Chappa who is piloting and the Dark Eldar who hacks his way into the coms.

> Dark Eldar begins informing the Tie pilot that we are on a mission of mercy loaded with food and medical supplies.
> Begin head desking in and out of character.
> Dark Eldar player picks up on this subtle hint that his bluff is remarkably stupid and decides to push it further by stating that several prisoners from the station are on board and have been captured.
> Having found the Ex-Imperial Intelligence Officer but too late to fix this Tau, Ewok and Jedi realise that the Dark Eldar may be the cause of the Bounty Hunters drinking problem.

> The Bounty Hunter who had been deceptively quiet during the session apart from a short failed attempt to seduce the Intelligence Officer again now also hacks into the coms system using a hacking deck from the shadowrunner home-brew expansion.
> A brief explanation by the GM explains why he had allowed that expansion for the Bounty Hunters player.
> Bounty Hunter piggybacking off the coms communication manages to discover the communication frequency for the Star Destroyer. 
> Using this he transmits a virus attached message to the Star Destroyer with an epic dice explosion of 32.
>The rest of the party aren't sure how this actually works but what the hell the dice gods said yes so that's enough.
>With his bluff slowly falling apart the Dark Eldar convinces Sonny Gunn to contact the Tie Fighter pilot.
> Somehow the bumbling npc manages to pull off a decent roll convincing the pilot that we will transmit coordinates of where we will meet the Interdictor-class Star Destroyer so we can be boarded.

> With a moment respite for the group the Tau makes his way to the bridge encountering the Servo Skull on his way.
> Servo Skull which now through suspiciously specific denials gives away that it in fact is an (of a debatable level) intelligent AI.
> Two bond over how crazy techpriests are.
> Using the scanners we realise there is an asteroid field extremely close to where we were shunted back into real space. 
> With a remarkable role and several bennies the Gm allows the Tauto make a claim that several of the asteroids have metals in them which would be attracted towards the interdiction field.
> The Jedi Player protests that's not how interdiction fields work and game is suspended for another 15 minutes.
> Begin to realise we should of really stuck to the more simple Star Wars elements for the game due to the little in depth knowledge we have since this is going to keep happening.

> GM rules the “Rule of Cool” and the game continues.
> Sending coordinates of a location near the asteroid field to the Star Destroyer. 
> We decide on a plan, first we would make our way to the asteroid field they quickly divert into it, then get rid of our Tie Fighter escort and try to escape the interdiction field while the Star Destroyer is pelted with asteroids.
> This goes wrong instantly.
> Bounty Hunters little foray into the Tie Fighters systems infected it with adware which has not gone unnoticed by the pilot who is growing increasingly irate with offers to “Extend his lightsaber”.
> Contacting us again the pilot decides enough is enough and demands we fly directly towards the Star Destroyer.
> However the Dark Eldar once again banters his way through the situation explaining that we believe on of the prisoners is loose and is currently on the outside of the ship. 
> As the Tie Fighter comes closer we jettison the salvaged garbage from the hold which smashes through the cockpit of the Tie Fighter killing the pilot.
> With our flimsy cover completely blown Chappa now pushes the Corvette engines to the limit steering towards the asteroid field. 
> Meanwhile the Jedi suddenly feels a dark pressure emanating from the Star Destroyer signalling the presence of incredibly powerful sith causing him to try and suppress his own aura.

> Expecting a massive ave of Tie Fighters incoming any moment the party prepares. 
> Mr T'Ork manning one of the turrets as the Tau takes the other wiring the Servo Skull AI into the targeting systems ordering it to aim fore disabling shots.
> Servo Skull becomes increasingly disturbing as it now describes the sensation of becoming so much larger and how it can feel everything within the ship.
> Great... we are bordering on creating another SHODAN.
> A few rounds of pilot rolls and we are slowly pulling away but its not fast enough. 
> This has given the Dark Eldar time to do a few power alterations to one of the turrets.
> Much to the anger of the Ships Engineer who resists whacking him with her wrench to see if she can figure out the changes.

> The first two squadrons of Tie Fighters that spewed forth from the Star Destroyer now reach us
 > Mr T'Ork (unknowingly aided by the AI) rains laser death amongst them taking serious penalties to make multiple shots that not only hit but destroy a fighter with each shot.
> The Tau also proves himself to be just as effective with deadly precision and six Tie Fighters have been destroyed in our opening volley.
> The remaining eighteen open fire strafing us but struggle to pierce the shields doing only superficial damage and two more are further destroyed by the Corvettes front guns.

> At this point the virus put in place by the Bounty Hunter activates and corrupts the internal communication system.
> Turns out its actually remarkably simple and replaces a number of keywords in a sentence with another. 
> During the rounds since it was used the Bounty Hunter Player has made a list of 40 words and then after a quick check the GM agrees with them.

> Dice are rolled to see which words will be used.
> The results are surprisingly sensible apart from an unusual sentence or two. 
> Importantly however is a series of conflicting orders regarding the interdiction field and entering hyperspace.
> The GM is suffering the ire of the dice gods as various sense motive and engineering rolls by the Star Destroyers crew utterly fail.
> The crew more motivated not to be shot for disobeying orders than common sense start following the instructions of the corrupted message.

> Another round of fire and the Tie Fighters are reduced to half a squadron remaining but many more are incoming as we enter the asteroid field.
> A few rounds of cat and mouse later the Start Destroyer attempts to enter hyperspace only for the interdiction field to reactivate seconds later. 
> The result is the Star Destroyer catapulting itself into the asteroid field.
> A large pulse from the interdiction field begins drawing in the nearest asteroids before the conflict shorts out systems throughout the Star Destroyer.
> Now unprotected has numerous asteroids slam into it.
> With the interdiction field down and not wanting to press our run of luck further we activate our own hyperspace engines and escape. 
> Mr T'Ork unplugging the complain AI as we do so.

I hope you guys enjoyed all this I must admit that the last two posts haven't been all that amusing but unfortunately I was finding it difficult to keep up with notes. I think if I do more posts I'll keep them to short scenes rather than trying to tell an entire adventure but it looks like our group have avoid TPK for now.



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Greentext: Tales of Chappa Fliks parts 3 and 4, Devious Dark Eldar and Unstoppable Orks.

Posted by: Jason Silverain / Category: , , , ,



Hi there everyone today I'm continuing the Greentext of my groups bi weekly game of Savage Worlds in Star Wars/Warhammer 40k crossover called the The Enlightenment Heresy.
If you've missed the first post then you can read it here.

Part 3: Karma Catches up for solo session, Don't get between an Ork and his Dakka

This one may be a little short as I wasn't present for most of the session due to an ear infection.
> Dark rituals are performed, stars align, Party gathers once more on Team Speak and Fantasy Grounds.
> Make sure all girlfriends, wives, relatives and employers needs are met so we won't have a repeat of last time.
> Eager to start then remember most of the party need to transfer character details to Fantasy Ground character sheet.
> Might as well get a cup of tea. Why? Because that is what we English do.  > Room begins to spin as I stand up.
> OhCrapFace.png
> Get some aspirin but doesn't help.

> GM wants to do some final character building linking characters together through previous encounters.
> Random table is quickly made of locations, people and events. By quickly I mean half an hour.
> Brain still feels like its trying to 360.
> Most interesting results as follows:

> Bounty Hunter has been after Dark Eldar for so long that its turned into a Tsundere relationship between the two. 
> The Dark Eldar Play has actually started writing a story of a previous encounter between the two which when I last checked was 18 pages long.

> Tau and Bounty Hunter were investigating the same crime in a location called Chasm City and had a “misunderstanding” over the state of the case. 
> Both characters were plunged into the centre of a criminal lair. They engaged in an epic escape from hordes of criminals and several gang bosses with EXPLOSIONS EVERYWHERE! 

> Admiral Ackbar has sworn vengeance against Dark Eldar, due to the unfortunate misunderstanding with a giant spiders plague he unleashed for an experiment.
> Mr T'Ork caused an ongoing conflict between high inquisitor and system lord by stealing the inquisitor’s hat to complete a bet.
> Mr T'Ork warband has been hired several times to try and kill most of the other party members at one time or another, the Jedi especially has given them a sound kicking each time.

> About to do my own bit when suddenly find myself about to throw up and forced to abandon game.
> As result Ewok has no personal or background connection to any of these psychopaths.
> At least I have my Droid.
> Play RogerRoger.wav

> Session continues without me, later informed of events.
> Party forced into cells, Bounty Hunter in particular annoyed.
> Mr T'Ork informed that no explosions are allowed in cell and that he can't have dinner right then.
> Initate HulkOut.exe
> Mr T'Ork punches the thickest cell door clean of its hinges with bionic arm with a dice explosion in the 20s.
> Door crushes both storm troopers in cell block.
> Imperial officer on way to question Jedi requires trouser change but is quickly grabbed by Mr T'Ork.
> Imperial Officer now promoted to Personal GPS system for Mr T'Ork.

> Mr T'Ork on a whim decides to open rest of cell doors.
> Party gathers for the first time and quickly call truce, trying to decide what to do while asking Imperial officer the layout of station.
> Dark Eldar decides to take officers hat and jacket and walks off towards the evidence rooms/armoury as party debates.
> Favoured by the Dice Gods manages to bluff his way past several storm troopers as he passes through various checkpoints by simply acting like he belongs there.
> Not wanting his payday to escape Bounty Hunter quickly pursues as does Mr T'Ork who also wishes to head to Armoury.
> They also encounter Storm Troopers and now the alarm is ringing.
>Tau and Jedi split up, Tau wanting to see if there are any other prisoners and the Jedi wanting to find the contact he was assigned to find on the station. (Which is why he allowed himself to be caught)

> Bounty Hunter pummels his way through storm troopers smashing through the breakroom walls in the process. 
> Dark Eldar keeps sending storm troopers in his direction as he searches for the evidence room.
> Mr T'Ork going the same route as Chappa initial escape attempt almost knocks himself out as he tries to punch down another door but takes over the prison control room through sheer intimidation even though unarmed.
> Meanwhile Tau finds no one and tries holding up a pair of Storm Troopers, while he catches them unaware. 
> Dice Gods desire tribute and he proceeds to roll not one but two critical failures to intimidate them while both troopers resisting dice explode.
> Jedi clears through other cell block but gets his translator damaged in the process.
> Decides to reduce flood of reinforcements by hacking each door he encounters to lock it shut.

> Reinforcements from other areas of the station are now pouring in and the party is beginning to realise how deadly Savage Worlds is compared to D&D.
> Mr T'Ork still trying to program his personal GPS mostly by shaking him and occasionally using him to club a Storm Trooper, continues on towards the armoury.
> Enters a wide guard post and trying to open two of the doors accidentally activates the security shutters. 
> This actually helps him as two squads of troopers arrive and can only get in through one door.
> A stalemate quick ensures as Mr T'Ork can't leave through the hail of blaster fire and the Storm Troopers can't enter the room without losing at least one to four limbs or organs of Mr T'Orks choice.
> In spite of his bionics the Bounty Hunter is taking a lot of damage also pinned by the same two squads as he tries to enter their corridor from a southern door.
> Jedi is actually pretty Zen but is quickly getting worried his contact might be killed.
> Refusing the Tau's demands to enter the prison cells the two Storm Troopers draw their own guns. > Tau now finds himself alone stuck in a firefight with apparently (by their dice rolls) the stations most accurate and ballsy Storm Troopers nearly dying in the process.
> Dark Eldar is cackles as he goes through everyone's gear and having rearmed starts making his way back to the party as the session ends.
> That week at the pub the party debates where Chappa should appear and help out. 
> FeelSoWanted.Png 

Part 4: Dynamic Ewok Entry, I need your helmet, your ship and your warp core.


> One ear infection later, the party reassembles, then recalls just how screwed up everything is going.
> After recap GM and myself agree that Chappa is most like in the vents above the Cell Block the Tau is exploring.
> Drawing new initiative the Tau goes first and instantly has to spend bennies to restore life before attempting to pin the troopers with blaster fire...
> Tau Critically Fails, Storm Troopers don't flinch as blaster fire scatters around the area.
> GM doth sniggers as he rolls his hidden die.

> Stray Blaster shots ricocheting hit the vent supports causing them to collapse.
> Dynamic Ewok Entry begins, roll Acrobatics not to break legs.
> Cue theme music as Chappa lands on a storm trooper knocking him back into one of the cells. 
> IusedToBeATrooperLikeYouThenITookAnEwokInTheKnee.Jpg
> Nearly set off Tau's PTSD flash backs of genestealers coming from ceiling.
 > Tau continues his turn, uses the command console beside him to shut cell doors trapping the Trooper.
> Ewok continues his impromptu rescue and open fire with his scavenged Heavy Blaster.
> Wild Dice explodes however Skill dice is 1 activating All Thumbs, Blaster overheats releasing the entire charge in a single deadly blast into remaining Troopers chest.
> 5 second silence for stations most accurate Storm Trooper before stealing his Blaster Carbine.

> Somewhat puzzled conversation between Ewok and Tau, mostly along the lines of “What are you?” “Do you know the way out?” 
> Interrupted by the sound of incoming people.
> Ewok props up Storm Trooper body hiding behind it and Tau takes cover behind consoles.
> Meanwhile a three way firefight takes place until Mr T'Ork luck returns and one of the storm troopers he grabs has a thermal detonator.
> Mr T'Ork actives thermal detonator and then throws the trooper back like a too small catch.
> EXPLOSIONS!?
> Reinforcements halted for now, the Jedi, Mr' T'Ork and Bounty Hunter gather trying to figure out where to go. 
> Once more questioning the Imperial Officer who had somehow survived been a GPS, Club and Meatshield.
> Dark Eldar interrupts them delivering their weapons and armour as they are woefully under dressed and unfashionable.
> Bounty Hunter states that he doesn't trust the Eldar as he's a mass murder. 
> Dark Eldar counters by pointing out he hasn't killed a single one of the guards and the rest of the group are the one butchering their way through the station.

> Back in the Cell block as soon as the door opens a rain of blaster fire wipes out a Officer entering the room. Again Wild Dice explodes and Skill dice is 1 activating All Thumbs.
> Group declares to never let the Ewok touch anything important.
> Ewok taking the fallen officers heavy blaster and hat tossing away broken blaster carbine. 
> Tau player been loot hoarder takes both broken guns before running out the room.

> Ewok about to follow when wait a moment Helmet trophies!
> One cumbersome predator impersonation and a messy decapitation later, the helmet is Chappas, then he locates the helmet straps.
> -facepalm-
> While attempting to catch up with party Chappa encounters a not quite dead trooper in the T junction tries a potshot at Chappa.
> Chappa returns fire, the die is cast and the party bursts into laughter as the inevitable happens.
> All Thumbs.
> 1/216 chance or 0.46% The dice gods obviously not content with simply maintaining my reputation as a dice jinx on the table have moved with the times and joined the digital era.
> Group once more declares to never let the Ewok touch anything important.

> Ewok changing blaster again and claiming another helmet finally catches up with party gathered in command room. 
> Salvages Roger and gear from the pile of stuff the Dark Eldar has organised neatly in strange unnatural shapes in the central table.
> The Tau reunited with tools instantly sets to work trying to hack the camera system with much success. 
> Somehow gets access to most of the cameras across the station as well as those in the prison section. 
> A shame half the monitors have been broken.

> Bounty Hunter is still debating with Dark Eldar on morality, starts slipping deeper and deeper into film noir monologues eventually decides he needs a stiff drink and reaches for his whisky flask.
> Mr T'Ork rearmed starts examining Imperial Officer/GPS/Club/Meat Shield and wonders aloud how he might upgrade it, can't decide if a red or green uniform would be better.
> Mantis Jedi only character to acknowledge Ewok but with broken translator ends up trying to communicate through mime.
> Roll fail for both Jedi and Ewok, obviously the first assumption by Chappa is that it wants to eat him, spear is brandished, threats are made in Ewokese.
> Jedi somehow manages to roll his compound eyes and decides to try and get someone to fix his translator.
> Party finally notices that a striking and important looking Imperial intelligence officer is lurking just outside, by looking at corridor surveillance camera feed.
> Jedi realises this is his contact and barely manages to stop Mr T'Ork from rampaging towards her. 
> The Bounty Hunter instantly goes into suave detective mode trying to seduce her which is somewhat spoiled by the Dark Eldar making gestures behind him. 
> Intelligence Officer trying to remain professional enquires which of the party is the Jedi. 
> Party response is “we have a Jedi?” 
> The Jedi is screaming internally and invokes double double face palm.
> Through the power of deduction and everyone saying “It isn't me” Bounty Hunter declares that Mantis thing must be Jedi.
> Still doesn't notice Ewok in room who punches a stirring Storm Trooper and then takes his helmet.
> Tau having found camera feeds for the engineering and ship docks now realises fixing the Jedi's translator may be a priority and gets to it and fails repeatedly until Mr T'Ork also helps.
> The Intelligence Officer who is growing increasingly nervous and regretting her life choices begins describing possible escape ships currently docked and why she is defecting.
> Imperial Officer/GPS/Club/Meat Shield now briefly forgotten about rolls under a desk and plays dead praying the party forgets about him.
> Dark Eldar examines the camera feeds with great interest, this doesn't bode well for the group as the Dark Eldars Player is legendary for his absolutely batshit crazy but awesome plans.
> All enquiries of “So how do we leave?” ignored, Ewok claims another helmet for the one he wasn't able to acquire when fighting Asshole guard.
>At current rate Ewoks inventory will resemble TF2 Players.

> Plot continues to be thrown at party and escape plans are discussed.
> Dark Eldar states that the party can't leave.
> Group collectively loads AreYouKiddingMe.Png
> Dark Eldar wants to deactivate Warp Core powering station, disabling the tractor beams and delaying pursuit.
> Wait Warp Core?
> GM states that screw it we'll go with a Star Trek vibe with the tech as more people are familiar to it.

> Back to game party are comparing skill sets, using the command consoles to lock down the prison section and begin to debate how to escape. 
> Ewok still ignored starts polishing his helmet.
> ChildhoodRuined.exe
> Chappa Realises that Roger may be a bit unarmoured tries to strip a Storm Trooper of his armour.
> Mr T'Ork noticing Ewok for first time watches amused then decides to help, soon semi naked unconscious storm troopers everywhere.
> Bounty Hunter, Tau and Dark Eldar continue to argue, with Roger semi armoured Ewok begins testing out acoustics of helmets drumming out beat again joined by Mr T'Ork.
> Finally whole party realising they are having to shout to talk stop and look around in a collective wtf at the sight of Ork and Ewok having a drum off surronded by semi naked Troopers.
> Ewok finally noticed asks can we leave now?

> Bounty Hunter points out that only hyperdrive capable ship in docks is a small corvette/frigate and they need to find a pilot.
> Ewok volunteers to pilot having served on one briefly.
> Party pauses for a moment, character sheets are checked, a growing dread sweeps across the party.
> Chappa and Roger the Droid are only characters who have piloting skills.
> The parties agreement to never let the Ewok touch anything important vanished like Tory MP's criminal charges.
> Characters agree that this is a great plan meanwhile the players trying to decide if they should just roll up new characters now.

> Plans are formed Dark Eldar, Bounty Hunter and Mr T'Ork will go disable the Station warp core, Jedi, Ewok, Tau and Intelligence Officer will go secure ship.
> After Dark Eldar group leaves Tau asks theoretical question if Dark Eldar is crazy and they are walking to their deaths. 
> Ewok and Jedi say yes without hesitation.

> Dark Eldar continues to avoid getting his hands dirty bluffing his way passed every guard as he makes his way to the engineering quarter. 
> Bounty Hunter and Mr T'Ork follow at a distance thankfully the route takes them across a lot of walkways over long seemingly bottomless pits with no handrails.
> A pattern is established as Bounty Hunter and Mr T'Ork rush forward and barge the guards patrols off the walkways before proceeding.
> This happens another 4 times.
> Dice Gods seem to favour the improbable cause until they reach the warp core.
>Maintenance droids around the area are quickly disposed of, Dark Eldar begins using maintenance override controls to shut down power. 
> Bounty Hunter watches him for anything suspicious and Mr T'Ork getting annoyed at the constant alarms tries hacking the local tannoy system.
> Dark Eldar begins to grin as cackle as not only he shuts down main power forcing the back up generators online but also begins the Warp Core eject procedure.
> Bounty Hunter is about to grab him to scream at him as the area below the core begins to open into space but is interrupted by blaster fire from arriving storm troopers reinforcements.

> The other little group is having a much easier time of it since with the Intelligence Officers knowledge of the station they are able to to avoid or redirect most of the patrols and quickly arrive at the ship docks.
> Before entering its pointed out that void suits are required as they are an airless environment, thankfully there are some in a nearby locker area.
> Of course none of the void suits are in Ewok or Mantis sizes so Tau goes on ahead to study available ships.
> Choices are a number of one man shuttles, a half broken Tie Fighter and the garbage/salvage frigate we are planning on stealing.
> Most of the remaining room is taken up by small servo droids designed to break down space detritus and do minor repairs.
> Tau been typical Earth Caste instantly looks for the controls for the droids and begins working on finding the command frequency.

> Ewok and Jedi Mantis finally find a way to make void suits fit though Chappa resembles a small child trying to wear its parents coat and Jedi is squished and bulging in spots.
> Intelligence Officer or possibly the GM losses all professionalism and breaks down into teary fit of nervous giggles.
> NotAmused.Png
> Once Intelligence Officer has recovered and Chappa is actually paying attention to her, learn that this space station is barracks for a Imperial Shipyard and that we should be careful when escaping and to expect a lot of pursuit.

> Moving now into the docks Jedi, Ewok and Intelligence Officer waste no time heading for the salvage frigate. 
> Tau shouts over he's going to grab a shuttle and meet us once we take off.
> Boarding ship we run into it unenthusiastic crew, somehow small Ewok in oversized void suit holds more commanding presence than Jedi.
> Suspect having a droid with a blaster beside him helped.
> Pretty much demands that crew point him in direction of bridge and either help take off or get off.
> Crew members in ship corridor promptly and collectively go “Fuck it above my paygrade” and begin to depart ship.
> At that moment Tau decides to spread more confusion by activating hostile boarders alarm on station which overrides the escaping prisoners tannoy.
> Crew turn around and quickly board the frigate again deciding to take their chances with escaping prisoners instead.

> Amongst the derping about finally find bridge and Ewok orders the trainee pilot to begin take off using spear as authorization before taking seat along side Roger near the other flight controls.
> Pray is said to the dice gods, promises of tribute given, Dark Eldar player offers to sacrifice first born as the roll everyone is dreading takes place.
> Mouse clicked, dice rolled and...
> The dice rolled off the chat box roll, Fantasy Grounds doesn't recognise it.
> UnspeakableCursing.wav
> Reroll.
> Crap its a 1 no wait wheres the other die?
> Moves character sheet popup spot the d4, its a 4!
> More dice appear, Dice explosion.
> 9 Its a pass! Party breathes a collective sigh of relief.
> Chappa finally proves he can use something more complicated than door and not break it.
> LikeABoss.Jpg

> Tau player promises to put skill points into piloting so this never happens again.
> Party breathes a collective sigh of relief, I'm mildly annoyed.
> This signals the beginning of a skill point arms race betweens us.
> Tau setting the servo droids to salvage targets the exterior of the station itself as he jumps into one of the smaller shuttles.
> Tau's turn to show off his pilot skills, wait he's not train in small ships.
> Play Evil_Laugh.wav
> Tau barely passes roll after his last Bennie.. ends up taking all the paint off one side of the shuttle.
> Party now somewhat less reassure by Tau Players promise.

> Brutal firefight underway around the warp core.
> PC's have advantage that the Storm Troopers are trying not to hit the giant volatile glowing core and are using single shots.
> Warp cores protective case lowers around it sealing shut and it ejects.
> Bounty Hunter shouts at Dark Eldar about how they are going to escape. 
> Dark Eldar just smiles reveals that his armour doubles as a void suit then breaks free from Bounty Hunters grasp.
> Dark Eldar leaps out into space and grabs onto ejected core, apparently that was his plan the whole time that magnificent crazy bastard.
>Party breaks into laughter.

> GM now reveals secret roll hacking done earlier by Dark Eldar. 
> The space stations stabilising thrusters using the little remaining power they have fire for a few seconds causing the station to begin drifting at increasing speed towards the nearby shipyard.
> A shipyard currently housing two full manned but disabled Star Destroyers and is in orbit around a populated planet.
> Death toll will be in millions if the wreckage from station and shipyard hits the planet.
> Party suddenly quiet. 
> Dark Eldar player whose character hasn't killed a single guard in his escape is about to commit mass murder on an extreme scale. 
> Suddenly realise just why this character is considered a complete monster and wanted across several systems.

> Storm Troopers begin retreating heading to abandon the station via ship docks and escape pods.
> Bounty Hunter finds maintenance locker with void suit in, changes in record time and leaps out after Dark Eldar determined to catch or kill him.
> Mr T'Ork who had been too busy unleashing dakka finally finds tannoy controls. 
> Message screens and tannoys now start blaring out adverts for his guns with heavy metal music in background. 
> OrksizMade4Rokkin.Png 
> Seeing his new friends have leapt out he tears a bowl shaped protective shield from a disabled droid and puts its over his head and leaps after them.
> Party pause thinking ork has just killed himself jumping into space with no protection.
> Do a little research, seems orks can last up to an hour in space with no protection. 
> Who knew?
> Session ends with Dark Eldar Party clutching onto warp core while the rest of the party in respective ships try to get a little distance from the station.


Thanks for reading all hope your enjoying it and would love to hear comments.


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Greentext: Tales of Chappa Fliks: Star Wars Warhammer 40k Crossover using Savage Worlds and Fantasy Grounds

Posted by: Jason Silverain / Category: , , , , , ,





For the last month or so my group have been running a bi weekly game of Savage Worlds in Star Wars/Warhammer 40k crossover called the The Enlightenment Heresy.

A long time from now in a galaxy of grimdark that is the 41st millennium, there has been only darkness and war for generations, but now as the galaxy stands on the precipice of oblivion, there is a new hope.
Emerging from the mists of a warp-storm that has raged for millennia into a universe where the average person is hard pressed to figure out how a toaster works or wire a plug without praying to it, comes a group of bold and brave worlds that can actually get their shit together, and dare to question the orthodoxy of the Imperial Creed.
There are now navigable channels opening up in the warp-storm. The Empire has taken a look at these dangerous heretics, and is preparing to invade.
The Republic is the underdog, but they have a few things going for them:
  • They still have their technology, and understand how it works
  • They have access to the webway, and have begun to explore it. So far, they have kept this fact secret from the Imperial (and the Eldar), although it will not stay secret for ever.
  • Other worlds are eager to join an alliance, to form a confederation of free systems and throw off the yoke of the Empire.
Meanwhile, the ancient enemies of the Empire lick their lips and prepare to strike as the Empire is distracted by a civil war…
And perhaps most urgently, the Astronomicon is guttering and fading, threatening to go out. The Emperor is dying.

Now some of you may still be wondering how this all fits together here is a bit more of an in-depth description of the setting as its grown so far courtesy of my GM:

There is a large section of space (containing dozens of worlds) that has been cut off from the rest of the galaxy for millennia by a raging warp-storm.
The people in this warp-bubble have been isolated from the rest of the galaxy since before the dark age of technology (except for a trickle of ships that have been sucked in through the warp storm over the centuries).
The societies enclosed in this way have retained their understanding of technology, and have formed a republic (with a strong Star Wars vibe). It isn’t necessarily all peace and love, but within the bubble they don’t automatically attempt to genocide each other.

Inside the bubble (in the eye of the warp storm) the immaterium is relatively stable, meaning that warp/hyperspace travel is safer, the forces of chaos are less overtly powerful, and psi powers can be used more safely (provided they the psyker is disciplined and calm of mind, such as the jedi). Following a more intuitive or reckless path can still lead people to be corrupted by the insidious effects of the dark side, but psykers are not automatically feared.
Outside the warp bubble, the world is much closer to the 40k universe; the Empire (a combination of that of Star Wars and 40K Imperium) holds sway over a huge territory, the warp is turbulent, psykers have great but volatile power (and those psykers who fail to follow disciplines imperial teachings and fall to the dark side are hunted viciously by the inquisition), and stability is threatened by monsters such as tyranids, orks, and necrons.

The Empire has the history, ecclesiarchy, tech priests, space marines, and inquisition of 40k, but has an imperial bureaucracy and navy that matches that of the Star Wars Galactic Empire (complete with grand moffs, storm troopers, and star destroyers). It is oppressive to alien races, but doesn’t usually attempt to outright exterminate them (closer to Star Wars than 40K)
The center of imperial space (Core Segmentum) is tightly controlled (imperial creed, human-only worlds etc), but as you move outwards its attitudes and control are more relaxed (it is stretched too thinly to totally control everybody). The periphery of imperial space is full of Outer-Rim worlds (including wretched hives of scum and villainy), where aliens are tolerated as long as they do as they are told and pay their taxes (or bribe the Imperial governors to look the other way). Rogue Traders ply these space lanes, making a killing (if they are lucky) or being killed (when they are unlucky).

So you might be wondering why I'm telling you all this, well I thought I would try my hand at writing a Greentext Story of our first adventure as a writing experiment as I've a tendency to be Verbose.

If your unfamiliar with Greentext stores then basically they are anecdotes written in short, concise sentences most often seen on image boards using the site’s “green-text” code but have gain popularity across various different message boards.

Here is Chappa in all his early glory for you people curious about his stats, there have been some minor changes to the skills since but its still rather accurate. 

With all that covered I hope you enjoy our escapades.

Part 1: The campaign and Chappa are brought to life.


> Group decides to try running game over steam using Fantasy Grounds
> Spend one night in pub arguing theme over curry.
> Decide on Star Wars/ Warhammer 40k Crossover using savage worlds.
> Group created massive 40 page + document of ideas, pictures and notes for campaign.
> A bit creatively burnt out since I just finished one for another game that's still going so just skim it.
> Leave it a week then ask housemates what they are playing.
> Mostly 40k races.
> This is after they spent ages arguing that they want something different from usual Dark Heresy.
> AreYouSerious.png

> Drop idea for Blood Axe Ork or Tau characters decide to bolster up Star Wars elements.
> Realise I have no clue about the expanded universe past hearsay.
> To hell with it I'm a Ewok...
> A Ewok who is going to have piloting skills in battle suits and awesome in gunnery/engineering.
> Play Evil_Laugh.exe

> Start stating character and buying equipment.
> Find a Star Wars Savage world home brew.
> Discover Ewoks have the chance of breaking everything technological they use since they have 'All Thumbs'.
> Hell with it, sticking with concept.
> Throw a D4 into Pilot: (freighter class ship) just in case we need a backup pilot.
> Don't realise the item costs are much much cheaper than the Scifi Companion.
> Decently armed and armoured try to sink the remaining money on bionic spine and lungs.
> Still richer than Bill Gates.
> Buy and customise a B1 Battle Droid with as many reasonable upgrades as possible, to use as backup pilot and gunner with D6 in both.
> Play RogerRoger.wav

>Oh crap need backstory, everyone needs to be arrested by the Empire/Imperium for a crime.
> Read Wookieepedia on Ewoks.
> Oh damn there's Ewok fur clothes and Ewok Jerky?!
> Lightbulb.png

> Chappa Fliks is Born in my mind
> Ewok smuggled himself offworld to see the universe, found and forced to work on freighter for trip.
> Eventually let off on Imperium border world.
> Discovers Ewok Jerky and that there several Ewok farms in system.
> Tries to complain, no one speaks Ewok, treated like animal taken to nearest farm.
> Chicken Run with Ewoks and lasers.
> Joins up with local rebels/animal rights activist who help escaped Ewoks return to wild.
> Remains with rebels liberating other farms.
> Local Empire patrols gives no shits about 'animal theft', ignores complaints.
> Begins merc work to pay back rebels and gets enough favours for bionics when one raid goes bad and he nearly dies.
> Hides out in old Junk Yard full of droid parts and builds his own like Swat Cats.

>Time Passes finally meet up on teamspeak.
> Discover rest of Parties characters:
> Tau Earth Caste Engineer, only survivor from a space hulk survey that turned 'Alien' has trouble working with others after been stuck alone for so long.
> Mr T'Ork aka Mr Torgue from Borderlands 2 as an Ork, actually turns out to be an amazing combination.
> Dark Eldar Flesh Crafter who is one of the most wanted men in the universe and is creepy/crazy as hell. He is also shaping up to be the parties only medic.
> A Cyborg detective/bounty hunter who looks like he is from Ghost in Shell, brought in the Dark Eldar for the bounty and got arrest for a number of minor charges by the Imperials so they would not have to pay him.
> Some strange man sized mantis creature which is apparently a Jedi. Played by the groups most knowledgeable Star Wars fan.
> Party thinks I'm making a Ewok Rocket Raccoon.
> Facepalm so hard mike gets feedback.



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Warhammer 40K Only War: 100 Missions Concepts

Posted by: Jason Silverain / Category: , , , ,



One of the aspects I love about roleplay games is how a spark of inspiration for a campaign can rise from almost anything, in this case after a small session of playing as the Lord General in the Last Stand mode of Dawn Of War 2 with friends several of use were suddenly nostalgic for a game of Only War.

For those of you unfamiliar with Only War The last first edition entry in Fantasy Flight Games's Warhammer 40,000 Roleplay product line, in which players take the role of Imperial Guardsmen in the setting. While a characteristic of both the Warhammer 40,000 and the Warhammer Fantasy Roleplay systems is the very like chance of a characters demise and long term survivors often later succumbing to debilitating injuries or corruption Only War pushes this even further as it is expected that you will die and if not you than your NPC companions will.

With that said Only War is not entirely consumed with the Grimdark setting and there is something glorious in defeating or holding off a foe who is superior to you either physically or technologically and having the opportunity as a Imperial Guardsmen to call in artillery or ram a tank through your foes. 


In this mindset I found myself brain storming a possible short campaign and came across this topic over at the Fantasy Flight Games community so I would like to thank Lightbringer and those who contributed to the list which I have taken and organised below:

100 Missions Concepts

1. Hearts and Minds: The players are ordered to engage in a “hearts and minds” meeting with the leader of a local community on a war world. The community is not expressly hostile to the Imperium, but is ignorant of its ways, and the players are expected to meet with its leader and secure his community’s agreement to assist in the war effort. How will the players react to the weird and/or sinister/heretical local customs they observe?

2. Special Duties: The players are seconded to a Commissariat special duties unit, and tasked with the observation and capture of a regimental officer suspected of treason. To complicate matters, the officer is a decorated hero, and the Commissar they are working under is a known paranoiac…

3. Never meet your Heroes…: The players are assigned to act as equerries to an Astartes officer. They rapidly discover that he is a cruel and vicious individual, with total disdain for their “human” martial abilities. Worse, he cares nothing for their personal safety and expects them to keep up with him in the execution of his duties. How often will the players allow themselves to be placed in harm’s way for their superhuman master?

4. Parlay: The players are selected to communicate terms to their foes during a brief parley. Naturally, the Imperium’s terms are unconditional surrender. However, the player’s enemy offers honourable and beneficial alternative terms that would allow both parties to recover their wounded and dead. How do the player’s react when faced with evidence that not all of the Imperium’s foes are monsters?

5. Decimation: After being separated from their regiment to conduct other duties, the players are ordered to act as a firing squad. To their horror, they discover that they are expected to participate in a literal decimation of their own Regiment, which is being punished for cowardice. They are expected to shoot every tenth man in the entire regiment, an act which will take all day and involve the death of hundreds at their hands. How do the players react?

6. Bodyguards: The players are required to act as drivers and bodyguards to a senior Guard officer of the General Staff. After a dull night escorting him from social event to social event hundreds of miles safely behind Imperial lines, the players find him sobbing over the corpse of a local joygirl, clearly dead by his hand. How do they deal with this situation if he orders them to cover it up?

7. The Vanished: After working directly under the command of the Ordo Malleus as part of an indentured Inquisitorial detachment, and having successfully repelled a daemonic incursion, the players discover that the members of their regiment are disappearing one by one. What is going on? Have the daemons returned, or is the Inquisition covering up its tracks?

8. The Prisoner: The players are tasked with transporting a xenos prisoner through enemy lines to meet with an Ordo Xenos interrogations squad. The xenos is fiendishly cunning, and resorts to every kind of devious ruse to ensure its escape.

9. The Runners: Comms are down. Someone has to get this message back to HQ, at the double! We need runners! And an escort for the runners, naturally.

10. Medic!: The players must assist a medic in the execution of his duties. However, they discover that the medic is in fact in thrall to a warp cult, and is secretly killing all those in his charge.

11. Forgers: Another one of HQ’s crazy schemes… Flood the enemy lines with counterfeit currency, crippling their economy. The players must infiltrate the enemy lines and give away the equivalent of billions of thrones to criminal elements. Will they resist the temptation to spend on their own behalf on the way?

12. IPD: During a particularly vicious campaign, the players encounter a captured Imperial Guard sanctioned psyker who has been abandoned by the retreating enemy. He has been tortured and left by the roadside attached to an explosive device that will go off if he is moved. His misery, focused through his psychic abilities, is causing waves of disorientation and sickness among the advancing troops. He has in effect been turned into an improvised psychic device. How do the players deal with the situation?

13. Foragers: The players are ordered to forage for supplies by their commanding officer. The only place where they might be found is on a nearby farmstead: however, this means stealing the last grain supplies from starving local civilians. How do the players deal with this dilemma?

14. Sniper Duel: The players are ordered to reconnoitre a nearby human village. During the course of doing so, NPC members of their platoon are killed by sniper fire. The players must engage in a sniper duel with a skilled and ruthless opponent.

15. Guard Duty: The players, recovering from a vicious military campaign, are given some peaceful guard duty by their superiors. Sadly, they happen to be on duty when the enemy decides to send a special forces group to attack their position by night.

16. Beachhead I: The players are the first off their Tetrarch Heavy Lander, and must push through miles of fortifications and barbed wire to capture the first of many command bunkers.

17. Beachhead II: The players are minding their own business, manning their part of the trench line, when the enemy lands a massive invasion force within 200 yards of their position, using heavy landers. Can the players repel the invasion?

18. The Magnificent Seven: The players are part of a scouting force sent to reconnoitre a nearby civilian settlement. During the course of their mission, the enemy attack. The players must inspire the civilians to rise up and defend their homes against the enemy force, using whatever weapons are to hand.

19. Commando I: The enemy occupy a position guarded by a powerful void shield generator. The players must travel to the position in civilian garb, evade enemy patrols and sabotage the generator, timing their attack precisely with a major offensive.

20. Commando II: The enemy orbit the planet in a vast spacecraft. The Imperium cannot defeat this vessel through main force with the meagre assets available locally. So they opt to send in a suicide mission, consisting of the players, to infiltrate the ship and destroy it from the inside.

21. Mincemeat: The players are ordered to carry a dead body, which wears the uniform of a Guard colonel of intelligence, and which carries forged papers, to within a safe distance of the enemy lines and then leave it at the manufactured site of a speeder accident.

22. The Resistance: The players are part of a defeated army, on a world captured by the enemy. They must go into hiding, following Imperial Guard Standard Operating Procedure: cause as much damage to the enemy as possible, even if it means their own deaths. They must live a life of treachery and deceit, moving from safe house to safe house, never trusting anyone, while sabotaging the occupying army’s materiel and personnel.

23. The Ace of Traitors: During the course of a successful ongoing planetary invasion that is being prosecuted by a Guard force that includes their regiment, the players become aware that one of the leading figures in the opposing regime has fled into hiding in a major metropolitan area. The players are tasked with capturing him alive and delivering him for interrogation.

24. WPD: The players are tasked with searching the blasted ruins of a civilisation for evidence that it once possessed weapons of planetary destruction, as this will prove crucial in rebutting claims that the Lord Militant who ordered an orbital bombardment of its cities was justified in his actions. The players must travel through the pitiful remnants of a once great empire, and face the enmity and hatred of its crushed and embittered people.

25. Ratling: The players are tasked with assassinating an important enemy officer. They are advised that Imperial Guard Intelligence has become aware that he will be present at a certain location at a certain time, though the players will not be able to approach within a mile of his position, and he will be in a staff car travelling at speed. They are told that only one person can make the shot: legendary Ratling sniper “Plum” McDuff. The players must escort McDuff – an irritating alcoholic loud-mouth with kleptomaniac tendencies – to the appointed place at the appointed time, protecting him from the enemy and resisting the urge to strangle him.

26. Odd Jobs: A ranking officer sends the players on a series of random tasks. Leaving cans of fuel on the side of the road, a bag of rations and some ammo left by a stream, a demo charge placed in a large tree. No explanation is given why, only that it is to be done.

27. Dumb Luck: You have been separated from your company and are on your own. Under supplied and possibly wounded, you must find your way back to base to warn your command of an approaching enemy force. Lady luck has seemingly smiled upon you as along your route, just when you need them the most, you stumble upon small caches of food, ammo and other supplies that make all the difference to your survival.

28. Abandoned: Upon returning to your base of operations you find it abandoned. There are no signs of fighting, no bodies, no equipment of any use. Atmospheric phenomena are jamming vox transmissions and your supplies are low.

29. Extraction I: You mission is to recover a valuable imperial asset by any means necessary. The enemy cannot get their hands on this asset or all operations on this front will be compromised and countless lives lost.

30. Extraction II: You have vital information about the enemy. Your transport has be destroyed. You must survive until the extraction team arrives to pull you out.

31. Ghost Town: The players are caught in a terrible firefight while assaulting a small town. During the night a dense fog moves in reducing line of sight to a few meters. The fighting continues on through the night making the fight miserable and near pointless as the enemy cannot be seen, only their shots heard and felt. As dawn comes and after the enemy has given up shooting, the commander orders you in to the town. With the fog slowly burning off in the morning light the town proves to be empty. There is no sign of the enemy or any other inhabitants. The town has been abandoned for decades.

32.We don't need your civil war: The IG unit is deployed to a world that is in the early stages of being invaded by the forces of Chaos. The PCs are instructed to coordinate with the local defence forces to repel the Chaos invaders. Problem is, the world is currently in the midst of a brutal civil war, precipitated by a seemingly inconsequential disagreement on the nature of the God-Emperor. Can the PCs ignore genocide and other atrocities committed by their "allies" and work with them to accomplish the mission? Or will the PCs follow their conscience and battle both enemies and allies?

33. Whole lotta nothing: The joys of the company resupply are short lived as the crates are opened and contain all matter of sundry items which are completely useless to fighting a war, blocks of printer paper, Leman Russ engine parts with a red-tag to be repaired, bags of fish food and assorted light bulbs. There is no food, las-packs, grenades, clean water... but you know nearby there's other company's who have some. Bluff, bull, trade or steal what you need and don't get caught!

34. What we've got here is failure to communicate: See scenario #32 above. The IG and planetary defenders are getting pasted by the forces of Chaos, in large part because the two sides in the civil war expend as much effort fighting each other as the real enemy. While the IG commanders try to broker a truce amongst the leaders, word comes down to the troops that they are to make every effort to get forces of the two sides in the field to temporarily ally against Chaos. It's time for some diplomacy, soldier-to-soldier. But can the PCs succeed in getting hated enemies to work together, even in the face of annihilation?

35. The Warrant of Retrieval: Your Recon squad has just survived one of the Bloodiest assault landings anyone in recent memory has seen. Upon reaching your rally point you are informed that against all odds a young Noble has just inherited a warrant of trade! Unfortunately, This lucky young soul's unit got separated from the main assault and is trapped behind enemy lines. Your unit must pass through enemy territory, Find the aforementioned young Noble and Bring him to a point where he can be taken off-world to find his destiny. Is he worth it? How many of your squad are willing to die for his inheritence? Will he even realise or care about the sacrifices you have made to get him home?


36. A Fragging: The Lieutenant has been fragged. Problem is he was a good officer (as they go) and was murdered because he had discovered of corruption in the unit. You know he was killed by those troublemakers in C-Squad. They know you know. You know they know you know...
Ideas include: They are stealing IG gear and selling on the black market,They are running a slave operation with prisoners / prostitution ring with civvies, they are Khorne worshippers.

37. Dinner is on the Ogryns: Your battalion is out of rations. Everything that can be has been foraged.  Naturally the toughest ended up with the last of the food, and it is rumoured that the Ogryn platoon on the other side of the hill has plenty of food (they NEED plenty) but they're not parting with any and are being mean SOBs about it. You're already at -5 to all stats or soon will be, you need food, so go get some.

38. What We've Got Here is a Failure to Communicate II: The Colonel has an objective that is of critical importance to the campaign. You knew from the start that your battalion didn't really have enough resources, men, gear or time to achieve the mission and after a few engagements that situation is even worse. But the COL can't see it. On paper he still has all the units he started with and has deluded himself, and informed command that he can get it done. The Major knows it can't be one but it's a courts martial if he doesn't tow the line.
To make things worse, the Colonel is now micro-managing the effort totally destroying what is left of morale in the process, but still fails to see the reality of burnt-out and under resourced units and an increasingly ambitious view of what can be achieved in the time available. To add insult to injury, he has somehow come to the conclusion that your unit is to blame for any setbacks. The campaign objective must be met, and you're the suckers that are expected to meet it. Do you keep on slogging or go behind his back risking the wrath of the Colonel and the Commissars.

39. The Decoys: In a plan to relieve pressure from the front, command decided to move small numbers of troops, concealed as a much larger force, to another location in the hopes to have the enemy attack them in order to open up the main front for a spearhead assault. Your company is now a "Regiment" and must keep the enemy occupied enough to allow Command to strike. 

40. The Decoys II: With the regimental supply train getting raided numerous time and hindering the war effort, Command decided to move your company to the defence of said convoys. Of course, during the movement, you get attacked, pushed them back, but you realize what you thought was fuel, ammo and such is just mud and rocks (or anything else worthless) OR your company gets ordered to act as a fake convoy to get the heat while the real goods are being moved by other (secret) means.

41. Paperwork: The Munitorium send your Regiment a new Quastor. Unfortunately, he is stricter than your average stereotype: filling a form for a lamp pack means you only get the lamp body, and need to fill another form for the light, and another for the charge pack. Of course this is coming in conflict with the officers, who find that their men are more busy filling paperwork for mundane objects they should have rapidly than actually standing guard and doing their duty. Sadly, Commissar X is also roaming around, making a move against the Adept rather..risky.

42. Blunte's Falcon: Shame! Dishonour! The regiment's colours have been lost to the enemy. Can our heroes restore their prestige by capturing the banner of a high profile foe? 

43. For the Company!: Command green lighted the assault at dawn. Your company is ready, but your officer made a little gentleman's bet with the Lt from company D: First one at the top with the Company Standard wins the honours of battle and the company's name into the annals of the campaign's history. your officer whips up the company with pride, speeches and rewards for those who can win the day. Of course during the assault your squad see a few of D company's boys being pinned/wounded/in a tight spot in which you can assist them, or simply keep driving forward up the hill.

44. Location, Location: The players and their regiment is send to hold the line against the enemy. They are severely under strengthened and under equipped for the task. To make matters worse HQ haven't been able to properly re-supply their soldiers and a huge amount of supplies have been dropped in enemy territory. The players leaders want these supplies and task the players with getting them back from the enemy across Dead Mans Land.

45. The Arceotech: Command has learned the location of an ancient and powerful arceotech weapon and has sent you to retrieve it. problem is that the relic is currently in enemy hands, they know what it is, and they plan to use it , can the players survive to retrieve the relic or will they have to destroy it and risk the wrath of the Adeptus Mechanicus. 

46. Wrong Train Boys: After a night of drunken celebration the players board what they thought was the train back to HQ, the train however turns out to be transport for those who have "enlisted" for naval duty the players must now escape with no weapons and no real evidence they are already guardsmen ( or the guards don't care) and all this before muster.

47. Transport Woes: Your troop transport is being attacked and you are cut off from the rest of the ship, can your players adapt to the riggers of space combat to fight off the xenos? Or will a badly place grenade space you all? 

48. Deathworld Survival Training: Simple survive the trek to the rondevu point before the deadline to pass however the various dangers of the terrain and its inhabitants may cause problems.

49. Rogue Trading: Your squad has just been assigned to guard a rogue trader, and your first task is to act as bodyguards while he conducts trade with some Eldar pirates, who happen to be the same ones your unit is fighting on the ground, what do you do? 

50. Grannys Got A Gun: There is a huge riot in the civilian baggage train over some small issue, instead of investigating matters your commissar orders your squad to eliminate the problem. The whole baggage train is to be executed, can your players stomach it or will they turn on their commissar and go rogue?

 Art By Nomad-77

51. The Relic I: Orks/Chaos have taken a major holy site and the Priesthood wants it taken back.  The problem is that they are demanding any liberating units avoid damaging the city seriously crippling the effectiveness of armoured units and putting artillery support out of the question. The PCs now have to face an urban combat scenario where even simple explosives would make the COs pitch a fit. Unfortunately your enemy is not bound by these artificial restrictions.

52. The Relic II: Something iconic to the Guard (like the Fortress of Arrogance) was lost on some desolate planet overrun by Orks and your squad is part of the expeditionary force sent to get it back. The environment is hostile, the general in charge is more or less consumed by megalomania, and the Orks are uncharacteristically dug-in.  As a matter of fact, they're so well dug-in they might as well be called Da Empiral Fists clan.  Plus it becomes clear that someone somewhere in the regiment has their own agenda and is manipulating the general for one reason or another.  As a final kicker, the Ork Warboss is holding the artefact in question, knows what it is, and will use it at every opportunity.

53. The Trench I: Your Squad has been taken off the firing trench and assigned to a tunnelling unit, charged with digging underneath the enemy lines in order to conduct recon and trench raids before defending the tunnel long enough to escape for the raiding party to escape, and then destroying it. Will the squad be able to keep their project a secret from the enemy, prevent it from being destroyed by shellfire or cave ins, and finally escape with enough vital intelligence or prisoners in order to gain the edge and break the trench deadlock?

54. The Trench II: Ordered to break the deadlock, your squad is just one of thousands assigned to charge the enemy lines head on in order to break the deadlock. However, as soon as the attack goes over the top, a combination of poor planning, heavy enemy fire, and terrible weather and luck result in your squad finding itself cut off and alone in the middle of No-Man's land. The squad has little actual intelligence about weather the wider attack was successful or a colossal failure. Will your Guardsman attempt to push on in hopes of joining an ongoing attack, or fall back, potentially regrouping (and being attacked by their own side or viewed as cowards...)

55. River Crossing: The enemy in their desperate attempts to regroup and consolidate have retreated past this river in order to reorganize, in order buy some time they destroyed all the major bridges along the river and has set up strong anti aircraft assets covering their front line units as they regroup. The Player's squad is tasked with finding the best way to launch an attack over the river, will they attempt to ford it and risk an ambush, try to set up a mobile bridge to bring heavy armour across but risk artillery, or try a direct crossing in exposed small boats? 

56. Last Stand: Facing a foe who is technologically, organizationally, or physically inferior but incredibly numerous, the players squad find themselves part of small rearguard unit, incredibly outnumbered yet still expected to survive and hold the line by establish a defence around an important piece of terrain. Will the players be able to hold their position, outnumbered but not outgunned, until reinforcement arrives?

57. Search and Rescue: Several Imperial Navy pilots have been shot down in the AO of the squad. Your small unit needs to sneak behind enemy lines, find and secure the downed aircrews, and finally escape with as many members of the crew as possible. This mission could be further complicated by adding in enemy patrols searching for the crews, having the crews flee from the players (thinking they are foes) or even forcing the players to save already captured crews from the vile clutches of the enemy. 

58. Long Distance Raid: A specially commissioned group of Guardsmen are sent on a mission to infiltrate Ork territory and blow a major oil refinery. The question is if the team can make it back alive as well? 

59. Same Colours: The team is sent to infiltrate separatist ranks, gather intel, assassinate their local command and then make it back. But can they avoid detection and how will they handle being drafted into an enemy combat group that's making a counter-attack on an Imperial breakthrough?

60. Easy Position: The team is signed to guard duty on a POW camp which they expect to be easy work far away from the war. But a lot of the prisoners aren't ready to put down their arms and there is a enemy commando group getting ready to break a high profile prisoner free. When their comrades starts to disappear and radio communications shuts down, can they survive the night?

61. Shipboard Riot: During transit from one battle ground to another in the depths of the void, or worse the warp, a riot has broken out on the transport vessel. Either by the crew, Imperial/Penal regiments, or warp infestation the majority of the ship is in a state of havoc. The ships leading officers have locked down much of the lower decks in hopes of slowing the spread of destruction. Will the player's experience and skill be enough to bring the ship back under Imperial control?
 
62. Space Hulk: An ancient but forsaken vessel has been encountered with a distress beacon still activated.  The characters are selected as a part of an search crew sent to the space hulk to investigate what happened and possibly save any possible survivors. Will the squad hesitate as they weave from narrow passageway to narrow passageway? What caused this behemoth with a crew of thousands to come to the state it is now in, and what if whatever caused it is still here?!

63. Chaos Reavers: Fanatical Heretics, Dark Eldar Reavers, Ork Kaptain, or Ruthless Pirates have chosen the vessel your on as it's latest prize! The ships Armsmen won't be enough to drive back these invaders alone and the Captain has requested the regiments assistance. Now all to do is actually defend against anyone that would step foot on such a sacred Imperial battleship.  

64. Price of Glory: The Regiment has made good progress and pushed the enemy back but the regiment on the left have sense a chance for glory by capturing an enemy command center and so left their designated positions, and left the flank wide open for an enemy armoured unite to counter-attack into the gap. Spread dangerously thin the regiment which the characters are part of must hold the line until reinforcements can be brought forward or ten Imperial regiments must retreat to their original positions.

65. Heretics Among Us: Enemy activities from irregular fighters are causing a mess for the Imperial forces and regiments are withdrawn from the front to conduct anti-guerillas operations. How will the soldiers handle a nightmarish fight where anyone among thousands of civilians can be an enemy and the enemy uses every dirty trick in and out of the book? Can they root out the guerillas, or will the notorious 7th Penal Legion be sent in for a Cleanse and Purify operation in the area, which will leave the entire region a scorched desert.

66. The Hounds: After the regiment has suffered a number of unexplainable set-backs the colonel has come to the conclusion that there is a traitor among the ranks. As trusted soldiers a group is designated to hunt down the traitor and stop him. In the work the soldiers may need to be able to confront or even persecute their own brothers-in-arms and so how far are they willing to go, and is there even a traitor or is it just an excuse to cover up the officers' own failures?

67. The Emperor Protects... but bring your lasgun: A world has been recently conquered by Chaos forces loyal to Slaanesh, and an Ecclesiarchy priestess has remained behind to attempt to keep worship of the God-Emperor alive (in secret) and to form an underground resistance to the blasphemy of the Ruinous Powers. The Ecclesiarchy petitions the Imperial Guard for assistance in rescuing their priestess, and the Guard taps a squad of specialists (the PCs) for the task. 
The mission involves a stealthy insertion and an infiltration mission. The PCs must make contact with the resistance, avoid direct battle with the occupying Chaos forces, and extract the priestess. However, the resistance hasn't been briefed on the squad's mission, and mistakenly believes that they are the vanguard of a liberation force, and the priestess has no wish to abandon her flock. The PCs know that if she is captured, a brutal future of torture await her. Also, the PCs know that if the resistance fighters realize that the PCs are not there to liberate them, they may turn mutinous or even murderous. How much will the PCs reveal to the resistance about their purpose? And how will they proceed to extract the resistance's leader?

68. Military advisor's: The players have gained a reputation as tough and dangerous individuals capable of handling themselves and as such are given a suicidally dangerous mission by the Ordo Xenos: to masquerade as human mercenaries and in this guise to infiltrate the entourage of a notorious Ork Warlord of the Blood Axe clan. The Warlord has been known to hire such mercenaries in the past, as he has an interest in " 'uman" military strategy - though he has a bad reputation for shooting his allies when he gets bored. The Ordo Xenos want the players to gently steer the warlord towards attacking the Regiment/Crusade's real enemies in the region, saving thousands of Guard lives in the process.

69. Where Aquilas Dare: A senior Guard officer has been captured, and is being held by the enemy in the notorious Castle Drang, which perches on a high mountain on an ice world, connected to the spaceport below by a cable car. The players form the heart of a small kill-squad (mixed PCs and NPCs) sent to infiltrate the castle and capture the officer. Or at least that's what MOST of the squad think. In fact, one of the players (the most senior) is secretly advised that the senior officer is in fact an actor, and that the true purpose of the mission is to flush out a spy within the guard itself as all of the potential spies have been placed within the kill squad. (the NPCs.) The players must infiltrate the castle whilst secretly observing their colleagues to see which one is acting suspiciously.

70. Sealed Orders: The players are sent to assassinate an enemy officer. However, the most senior officer from among the PCs is given sealed orders which reveal that in fact the enemy target is a valued Imperial spy, and that his job is to make sure that the assassination is NOT successful. The spy has fallen under enemy suspicion, so to increase his credibility, the Imperium plans to send kill squads after him and other high priority enemy targets. 
Only the one player is told that they must not under any circumstances actually assassinate the spy,the whole point of the exercise is to make the spy seem like he is just another military target to the Imperium. The player must prevent his colleagues from killing the spy under any circumstances, and must not tell his colleagues of the plan case they are captured. Plus, the Imperium kindly fits him with a cranial bomb so he can kill himself instantly if necessary to prevent the secret getting out if he is captured.

71. Bolter Betty: You and your party are the crew of a Marauder Bomber. You are tasked with Destroying an enemy strategic asset in a recently conquered enemy city. You and your flight and escorts (Hopefully!) must fight your way through to the target and blast it straight to hell! A High-level carpet bombing will will likely destroy the target but also the surrounding friendly civilians! It also will expose your Aircraft to greater risk from Aerial Interceptors. 
Additionally, If Morality is not your greatest concern; There is a group of friendly resistance fighters in the area whose destruction could complicate the overall war effort. A Low-level bombing run (If it penetrates the area!) will guarantee destruction of the enemy asset with minimal collateral damage! Unfortunately; due to very heavy AA emplacements and Air defences your odds of surviving a low level run aren't great either!

72. First wave: "We are going in with the first wave! Means more 'Nids ta kill! You hit Dirt you shoot anything with more than two legs! You get me?...." Command has decided that this particular area of this particular planet WILL be retaken from the Tyranids! What is so damned important to justify a ground assault against Tyranids? Is it a vital Strategic asset or some self-important General's favourite desk?

73: Danger Close: The PC squad has recently been attached to an artillery unit to serve as Forward spotters for the big guns in the rear. After being dropped of by Valkyries as part of an air insertion, the players and their unit find themselves in an ambush. Surrounded by the enemy on all sides and in an isolated position far from the main lines, their only hope for survival is to keep calling in the firepower to protect the edges of the dropzone. This of course makes them priority targets of enemy snipers, who want to see the artillery stopped. When rounds start landing astray and happen to knock out a friendly commander (May or may not actually be the PC's fault) things start to get complicated. But while this loss of life is regretable, further loss of valuable artillery ammunition is unacceptable...but can the players keep doing their duty?

74. Quartermaster Duty: The PC Squad has been assigned to a quartermaster of a siege regiment, tasked with recovering valuable equipment from No Man's land as often as possible. Will the players be able to negotiate their way through the mud, mines, and even enemy patrols to recover equipment, even in the dead of night? Is it really worth it to risk their lives for a couple lasguns? How will they deal with vehicles-sabotage them to deny them to the enemy but potentially face the wrath of the quartermaster? Or will they try to extract them, giving themselves away and making the assignment incredibly more dangerous. Finally, are they prepared handle the death and gloom they encounter (or worse...prying equipment from wounded comrades who are still clinging to life in the field).

75:  The Press Gang: Operations in this sector have continued long past what the administratum initially suspected. The enemy has resorted to a strategy of attrition, and Imperial forces are being spread few and far between as men continue to be thrown away in the assault. 
The player''s squad, having recently survived one such attack, has been ordered to the rear to rest but a commissar has hatched a plan to increase the strength of the guard. The players are to intimidate, force, capture, liberate, or volunteer civilians to be conscripted into the Imperial Armies on the planet. How will they go about their task? Will they look for fiery volunteers, or conscript penal units, or even the old, young, or sick? How far will they go to meet their quotas and protect themselves, and just who will they sacrifice so that they may survive the commissar''s fiery wrath.

76: Pathfinders: High in orbit, the Imperial Navy has broken into orbit and is engaged in fierce combat with the enemy naval units. A planet strike is coming, but before it can come, Vox transmitters and laser guiders must be laid, drop zones must be marked, and the enemy''s defences must be reconnoitred. 
The PC squad has been tasked to ride a valkyrie down to the surface (using the chaos above as cover) and serve as the pathfinders for the first attack wave which will follow behind after a designated amount of time. Will the PC''s be able to scout the drop zones and risk their own lives, alone and without support, in order to give their comrades in the first wave more of a fighting chance at survival.

77. Court Martial: The players are dismayed to learn that a beloved officer they have served under for years is facing a court martial, which could lead to his execution. Normally the Commissariat wouldn't trouble themselves with the effort of a court martial, but the officer is the son of a senior Lord Militant serving in a nearby crusade. 
The officer is accused of cowardice in the face of the enemy. The players are assigned to assist the officer defending him in investigating the allegations. They rapidly learn that the accused refused to obey a tactically insane order to assault a fixed position, knowing it would lead to the outright destruction of his unit. They also learn that the order came from a senior officer who has a grudge against his father. How will the players assist in defending the accused?

78. You can't HANDLE the Truth!: The players are assigned to an officer prosecuting a senior regimental colonel for brutality. The colonel is influential, ruthless and powerful. The players must protect the prosecutor from intimidation and assassination attempts from Guardsmen loyal to the colonel.

79. Toy soldiers: The players are assigned as a liaison unit to a squad of stormtroopers. Their role is to update the stormtroopers on local conditions and warn them of enemy tactics. The stormtroopers are arrogant, brutal and cocky. They refuse to take polite advice from the players, and insist on doing things their own way, even though warned that it will be dangerous. Then the players are assigned a dangerous, behind the lines mission alongside the stormtroopers. How will the players conduct themselves? 

80. Terra is for Heroes: Stretched thin on an ever expanding front, your squad have been put on guard duty rather close form the enemy lines, fortunately commissar X arrives with a few soldiers, remnants of another company to bolster your numbers by a few heads. One of them is a grizzled trooper which judging form the half warning half praise chatter the commissar is giving him, the man is a recently demoted sergeant. 
During the night an enemy patrol hits your position killing a few guards before returning back, You ready yourself for the obvious attack on your weak position when the grizzled trooper puts forth an idea. If you launch a patrol as a larger force you may well halt the attack if they realise they are facing greater numbers than first predicted. Of course, that would mean leaving your posts to save the front.

81 The Bunker: The battle isn't going well on this world, the PC's find themselves the sole occupants of a bunker that is now on the front line. Their only contact with the outside is during brief interuptions in the jamming when vox contact can be made with command. Enemy patrols are already in the area, how long is it going to be before main force arrives. Reinforcements are being brought up by but will they hold long enough and will they need to withdraw to survive.

82. The Patrol: Positions are widely spaced, indistinct battle lines, the close terrain means the enemy could be 20 meters away and you wouldn't know. The only way to gain intelligence is send patrols and the only way to stop it is ambush patrols.

83. Dads Army: This planet has long been at war on it's own with proud tradition of soldiery. But the war is in a new phase now, The IG have been called up to shore up the defences. That puts the players in control of a strip of defences with a large company of PDF. The only ones that aren't twice as old as you are young enough to be your own. Is there more to these old guys than meets the eye.

84 The Termite: The war is at a complete stalemate. The Imperial forces are mustering for one last attack with the last of their resources and as they are fighting a well entrenched enemy with out vastly superior numbers this doesn't look good. But while moving through the area surveying for the big assault a long lost bunker has been found, long forgotten by the adepts of the Departmento Munitorium, and it contains an ancient burrowing transport. It can only carry a squad but if inserted in the right place, say the enemy command bunker at the height of the battle then they might gain the advantage to carry the day.

85. The link up: A formation has been cut off by the enemy advance. No one seems sure what unit it is or their strength but the top brass are risking a costly counter attack to rescue them. But it will only buy a matter of minutes, then need to be ready to push from the other side. However, there is a complete communications black out. The players need to weave through the enemie lines before they settle in to static defences and contact the formation, or use optical code to call off the attack if they already dead. Rumors are that it's an entire Battallion of Mechanised Infantry, Ogryns, Tanks or even a platoon of Adeptus Astartes, but that would be ridiculous. 

86. The Great Escape: After unsuccessful planetary invasion PC Squad made of survivors from several decimated regiments is taken prisoner by Tau occupation forces. Interned in a camp made from former Imperial Bastion, they have to survive harsh regime, suspicious "medical" tests performed by Tau Earth Caste, abuse from hated human collaborators and mysterious disappearances from both prisoners and  Gue' vesa. What for? Second landing is imminent and there is dark secret Imperial Command must get if it don't want to lead their forces to a disaster… it is time for escape. 

87. …you are so much frakked: Being on leave from Crusade is rare, but rather pleasant. You get drunk with your comrades. Nobody tries to eat you. You gamble and fight with guardsmen from other regiments. You avoid your commissar who is drunk as well. You shag joy girls and joy boys. Rough up some locals who think they can ask unreasonable prices for obscura. You get hight with guys from other regiments. Until you sober up, find most people killing each other (including your commissar who suddenly has a chainaxe) and everything bathes in ominous red light. But only when one of the other guardsmen shows you little =I= shaped pedant you know that…

88. Counter-attack: During a battle the enemies forces have crashed against the Imperial lines. In this sector all of the reserves have already been deployed when a vital position on a hill was been attacked out of no where by 5 Raptors. The PC's are the only unit close enough to make difference, they are to gather what merge forces they can and counter attack the hill. Primary objectives is to drive off the Traitor Space Marines and hold the hill until more substantial reinforcements arrive, the secondary objective is to engage the traitors until they are reinforced to prevent them from continuing on into the vulnerable communication and command positions. 

89. The Long March: A vital manufactorium is held by the enemy in a vast, utterly inhospitable wasteland. Nearby anti-aircraft defences are substantial, it is far behind the front line and the mountainous terrain mean that a large force cannot be landed together. However, the number of defenders at the manufactorium itself are relatively small, an elite unit could be landed over the mountains in the wilderness march on the and if they can survive the dreaded environment and enemy patrols they could breach the defences and put it out of operation.

90. Not So Quiet: Caught in a debilitating gas attack, the characters are sent to a military hospital in a massive and ancient converted mansion to recuperate. But something stalks the wards, sacrificing the wounded and dying to its dark masters. Can the PCs, bedridden and practically disabled by their encounter with the gas, survive and end its reign of terror?

91. What Makes a Man Turn Neutral?: A Chaos invasion fleet is en route to an Imperial Shrine World to massacre its population and desecrate its holy sites. Though there is an Imperial Guard regiment on site, the world has no PDF due to a curious pacifist cult that has taken over as the main religion on the planet. The cult teaches that everything that happens is the God-Emperor's will, so there is no need to fight or struggle. The Emperor protects, after all, and what will be, will be. The PCs are sent to the shrine world with orders to get the local population riled up and ready to fight, and to train a militia to resist the forces of Chaos until an Imperial relief fleet can arrive.
The training effort gets off to a bad start, as training accidents and all manner of unseemly misfortunes plague the PCs and the trainees. In addition, insubordination is rife due to the pacifist teachings of the world. The typical Commissar tactic of shooting insubordinate people won't work here, as the Guard doesn't want to create any embarrassing incidents on such a holy world. In addition to the problems the PCs face in training pacifists to go to war, they must contend with the mysterious force that seems to want their mission to fail. Are their adversaries simply a group of misguided peaceniks, or something more sinister, like Chaos sleeper agents?

92. GRUESOME GARRISON:  Your unit has been sent to reinforce the never ending citadel Gormenguard.  Although it is under constant attack from the enemy morale seems to be suspiciously high despite the utterly dreary surroundings, the labyrinthine citadel, and the inbred local nobles with overly morbid outlooks.  In fact morale is so high you are offered many invitations to dine and spend time with other units, units that have as yet to be witnessed reputations as unstoppable close quarters fighters and there is something about them that just makes you all feel so welcome.  Amid the weirdness you wonder if maybe the place is cursed, or haunted, but maybe the explanation is much simpler: like a Genestealer infestation amongst the troops.

93. Moonbreaker: The players' unit is earmarked for an assault on an orbital defence platform, which must be captured intact. Normally such assaults are carried out by Naval Armsmen or Astartes, but none are available, as they are allocated to other parts of the massive set piece planetary invasion. As such the players must undergo tedious and dangerous microgravity-combat training in cheap and flimsy vacuum suits mass manufactured by the Mechanicus, before being literally fired at the enemy installation in Shark Assault boats. 
The enemy installation is vast and well defended: the players must cut their way into the facility and secure a "beach head" for the arrival of reinforcements by destroying defence turrets across one whole flank of the platform. Can the players survive the numerous perils of Zero-G battle (shrapnel, explosive decompression, vacuum burns etc) while mag-booting their way across the surface of an orbital platform, while explosions dot the surface of the planet below and burning ships hurtle through the inky blackness above their heads?    

94. Tunnel Rats: On the defensive once again the Regiment has been fortifying their positions and moral is high. The enemy attacks have been making no progress, but auspex are picking up readings from underground. There's already a vast, mostly disused network of tunnels. Are the enemy undermining the positions, or is it something much, much worse.

95. Smoke on the Water: The regiment has been station on some back-water system planet as part of a staging ground for an upcoming campaign. Whilst on shore leave down on the planet a number of your regiment have been reported missing, seemingly disappearing from the huge floating cities that cover the chemical oceans of this 'water world'.  This leads the player characters to go investigating the disappearances only to stumble across cult activity worshipping some kind of corruptive ocean god/daemon. 

96. Twisted Transistor: Your regiment has been garrisoned to a planet to help defend a series large manufactoria that produce a unique variant of Leman Russ tank. The new batch of Leman Russ battle tanks have developed critical faults and caused the deaths of many tank crews. Superstitious to the extreme, further tank crews are refusing to man the new tanks and so, after a number of summary executions that do nothing to improve the situation and everything to increase the workload of the scrubbing crews, your unit is sent to the manufactoria to ascertain what the issue with the tanks is. The magos that oversee the manufactoria turns out to be a Heretek and has infiltrated the area with his corrupted tech priests. The players must fight off a plethora of his cybernetic minions and corrupted vehicles. 

97. Carry on my wayward sons: The players are the sole surviving members of their regiment disaster strikes the warzone they are station in, enemy frigates managed to breach the systems defensive perimeter and launch bombs at the surface of the planets the Imperial Guard had been fighting to reclaim from Chaos!
Without any command or support to rely on, armed with only what they carry and with a single chimera half out of promethium - can the players make their way out of the fallout zone and to the safety of a starport on the other side of the continent where, hopefully, a heavy lifter or shuttle may still be stationed?

98. Highway to the danger zone: In a reverse of the previous tale, the players have been tasked with escorting a cargo-8 as part of a convoy to deliver an atomic warhead deep into enemy territory. After the convoy is ambushed by enemy air assets and the players manage to safely take the cargo-8 into an underground car park, can the players navigate the hostile controlled city-scape and deliver their precious cargo onto enemy high command? Certainly this mission was a one way ticket to the Embrace of the Emperor but that was why two Commisars were attached to the unit. 

99. Freebird: The players find themselves on board one of the last heavy lifters departing their now over-run forwards operations base. The Hive Mind has come, and tyranid swarms have descended to devour all life on the planet. Can the group man the few defenses the lifter has, co-ordinate with air-support wings and delay the ships in orbit from leaving without them? Oh and one of the guardsmen on board may have been infected with spores…

100. Plug in baby: A number of Adeptus Titanicus units have been deployed to the colossal hive planet the players are station on, narrowly snatching defeat from the jaws of defeat at the hands of Tau forces that have assaulted the planet after infiltrating its citizens and subverting them to the Greater Good. Unfortunately one of the might titan engines has had its plasma generator core damaged in battle and the flank it was protecting is now crumbling to the Tau. Tasked with escorting a delegation of Ad-Mech, Adeptus Titanicus and other specialists, can the players make it to the downed titan in time to restore it to the true glories of war it deserves?


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