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Made in us
Bonkers Buggy Driver with Rockets





Houston, TX

The amount of content in this thread is unbelievable. I’ve never seen someone pour so much into a campaign.

Xhorik 87th Drop Troops P&M blog https://www.dakkadakka.com/dakkaforum/posts/list/775655.page

Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/
Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.  
   
Made in us
Ragin' Ork Dreadnought







 The Riddle of Steel wrote:
The amount of content in this thread is unbelievable. I’ve never seen someone pour so much into a campaign.


Thank you for the high praise, Riddle of Steel! The main campaign Missions are all completed. Now I'm working on "DLC" so to speak. More Missions, more narrative, future projects, etc.

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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Never Forget Isstvan!





Green Bay, Wisconson

Creative and through.

Very much enjoyed reading through it. Even noticed you all the Solar Lions chapter. I'm Humbled.

This message was edited 1 time. Last update was at 2021/08/17 13:57:07


 
   
Made in us
Ragin' Ork Dreadnought







M40 Ship of the Line: Osiren Dawn
Hull: Battlecruiser
Original Crew Compliment: ~480,000+
Circumstance of Drift: Warp Drive Implosion
Current Condition of Crew: Dead or Devoured
Probable Disposition: Chaos Spawn, Ship Dead, Chaos Cultists, Daemons, and Daemonic Engines

Spoiler:

Ship's Story
During an Imperial naval engagement, originally intended to blunt the relentless onslaught of the Hive Fleets, the Osiren Dawn was ensared and boarded by a feeder leviathan when the former drew too close to the latter. In a noble attempt at sacrifice, the Captain ordered the ship scuttled and its Warp Drive detonated. While this action may or may not have resulted in success, it also succeeded in hurling the forward third of the ship directly into the Warp unshielded. Here, the last survivors of the crew were either devoured by the surviving Tyranids or driven mad and physically changed by their exposure to the raw energies of the Immaterium.

Lore
If a player asks for more information about this Vessel and they have the Forbidden Lore or Tech Skill*, they may use these to glean any of the following tidbits of information:

Manufacture (Tech, Forbidden Lore): the wreckage of the Osiren Dawn is likely the remains of a Mars-Class Battlecruiser. Silhouette scans of the wreck's prow reveal a prominent chin cannon, likely to be the fabled Nova Cannon long associated with this vessel's build. The lower decks and possibly what remains of its central midship decks may well hold a treasure trove of the volatile munitions needed to fire this weapon of cataclysmic power.

Crew(Forbidden Lore): while no one survived this wreck's translation, the crew of most Imperial Naval vessels is mostly made up of generational Ratings - the lowest conscript of menial labor that isn't specifically a servitor. These families of barely ranked Imperial personnel have likely become little more than twisted spawn and semi-sentient goo, but even taking into account casualties from the blast that severed their ship and the predations of daemons, it is likely that there are still hundreds or even thousands of these abominations prowling the Osiren Dawn's shattered halls

*GMs, prompt your players with these Skills so that they know they have the option to use them.

Complications
Missions that take place partially or wholly inside the chambers of this vessel are subject to random encounters with Warp-twisted Spawn. At the start of any Mission, the GM should roll a D6. On the roll of a 1, the GM may add 2D6 Allotment worth of Poxwalkers, Minion-level Daemons, and/or Chaos Cultists to their Pool of Adversaries. On the roll of a 6, the GM should ask the player(s) if they prefer Spawn or Daemons. If the player(s) say Spawn, have them roll D6 and the GM adds that many Chaos Spawn to their Pool of Adversaries. If player(s) say Daemons, have them roll 4D6 and the GM may add models with the <Daemon> or <Daemonic Engine> keyword with a total of Wounds equal to this number to their Pool of Adversaries.

GMs, if that 4D6 roll is low, you can certainly add a bunch of daemonic Minions to the Pool. But if it's high enough, go right ahead and add a Greater Daemon to the Pool. You deserve it.

At the start of each Turn, the GM rolls a D6 for each model on the table. On the roll of a 1, if a model does not have the <Daemon> or <Daemonic Engine> keyword, they must make a Toughness test or gain a Wound Token. If the model does have the <Daemon> or <Daemonic Engine> keyword, they must make a Toughness test or suffer a Mortal Wound. This is a Radiation effect.

Lastly, unless and until player(s) take on the Optional Missions Close the Gates and Purge the Periphery, all remaining Missions for this campaign have +xD3 Allotment that may be spent on Chaos Spawn or models with the <Daemon> or <Daemonic Engine> keywords, where "x" is equal to the number of Hours that have passed since this wreck joined the [++Redacted++].

Interior Architecture/Terrain Guidelines: The Osiren Dawn has been twisted and broken by cataclysm and chaos. It is characterized by tall-vaulted ceilings, eerie glowing, uneven ground, and subtly warped furnishings and colonnades. Scatter terrain in the form of piles of debris, mounds of mouldering dead, and bizarre unfathomable shapes should abound. The ship's insides should look broken and evil and slightly askew.

Any Technology on the table in sections including chambers and corridors from this vessel will be universally Dead, unless otherwise noted. Although lighting exists within the wreck's halls, it does not come from a technological source, instead emanating from radioactive debris and warp-mangled material.

Available Missions
OD1o: Grav Flux: Optional Routine
OD2o: Close the Gates: Optional Routine
OD3o: Purge the Periphery: Optional Routine
OD4o: Deep Dive: Optional Exploration

Unlockable Missions
ODa: Gate Hunt: Exploration
ODb: Unlock the Big Guns: Routine
ODc: Purge the Depths: Routine
ODd: Treasures of the Deep: Exploration


Treasures of the Osiren Dawn
Any time a model could potentially rummage through a "treasure chest" or might have to roll on a Treasure Table during the course of a Mission on board this Vessel, use the following charts to determine what may be there to find. Treasure Chests should be clearly identifiable and can be searched if a model is within 2" of one during the Command Phase or one of the model's Shooting Phases instead of taking another action. Treasure gained from Exploration Missions should be rolled by each Astartes deployed on the Mission during the Debriefing Phase.

Treasure Chest: roll a D6
1: raw chaos. The model that opened this chest immediately gains +1 Corruption. Any other Player-controlled model that starts or ends its Movement Phase within 2" of this chest for the remainder of the Mission must pass a Strength test or gain +1 Corruption.

2-3: things too terrible to describe.

4-5: warp-tainted objects. A model with the Psychic Sense Skill can attempt to purge these objects by spending a Rating and rolling their Skill Stat. If they succeed they gain +1 Renown and loot worth 1 Esteem with any Faction.

6: warp-touched gear. This gear may be traded as is to any Admech Faction for D6 Esteem or may be purged by any model with the Psychic Sense Skill in the same way as detailed for 4-5 above. Purged gear is worth D6 Esteem to any Faction.

Exploration Treasure: roll a D6 for each Astartes deployed on this Mission
1: Terrible warp-mangled THINGS. The model that discovered this immediately gains +1 Corruption. All other Astartes that also deployed on this Mission must pass a Strength test or also gain +1 Corruption.

2: semi-sentient goop. A model with the Psychic Sense Skill can test to glean info from this mess, gaining +1XP if they succeed.

3: mounds of long-dead, warp-touched Tyranids. A model with the Forbidden Lore or Medic Skill can test to glean info from this mess, gaining +1 Renown if they succeed.

4: warp-tainted objects. A model with the Psychic Sense Skill can attempt to purge these objects by testing their Skill Stat. If they succeed they gain +1 Renown and loot worth 1 Esteem with any Faction.

5: warp-touched gear. This gear may be traded as is to any Admech Faction for D6 Esteem or may be purged by any model with the Psi Sense Skill in the same way as detailed for 4 above. Purged gear is worth D6 Esteem to any Faction.

6: a clue fragment. Gain 3 of these to Unlock the Treasures of the Deep Exploration Mission.

This message was edited 5 times. Last update was at 2021/08/22 01:56:37


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







Optional Missions
This derelict has a number of Optional Missions available. These Missions may be undertaken in any order or not at all. Typically, Optional Missions carry consequences for not being completed, but the Campaign can be completed without taking these on. Just like most other Missions, if player(s) fail an Optional Mission, they may repeat it any number of times until they are successful, adding hours to the Doomclock for every failed attempt.

If you are running this Campaign with enough players and/or squads, and the players want to risk it, all of these Optional Missions may be taken on at the same time. In this case, simply add the longest Mission's run time to the Doomclock instead of each Mission's time.

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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







Player Briefing
As detailed in the Optional Missions addendum, players may opt to take on this Mission or not. If they do so, at least 1 Squad should be assigned to the task, but there is no limit to the number of squads that may be sent to complete this task. The more squads deployed, however, the larger the number of Adversaries (and the larger size of those Adversaries) will be arrayed against them.

OD1o: Grav Flux: Optional Routine

"Our Techmarines estimate a number of malfunctioning Grav Plates within the wreckage may adversely affect stability within the larger growing hulk if they are not dealt with quickly. A solution has been devised through careful study of known Imperial naval designs. Amidship, on this wreck the farthest aft we can go before exiting into raw space, is a series of back-up generators still powering what remains of the Osiren Dawn's systems. Find these and destroy them. Simple and effective."

In service to Whom: This Mission serves the interest of the Deathwatch.

Known Adversaries
"Prepare for combat against the denizens of the warp itself and the twisted minions of these blaphemies."
The author suggests daemons of every stripe and variety, crazed chaos cultists, poxwalkers, and chaos spawn.

Primary and Tertiary Objectives
Primary Objectives:
Destroy the Generators
: use the rules for Interacting with the Environment found on page 3 of this blog. Each generator destroyed is worth +1 Renown to the model that removes its last Wound. Destroying all the generators grants the Mission Leader an additional +D3 Renown.

Make it Quick: if the Mission lasts 6 Battlerounds or less, the Mission Leader gains +D3 Renown.

Tertiary Objectives:
Kill Something Big: GMs, make sure you spend Allotment on at least 1 Miniboss or Boss Monster. Any model that causes at least 1 Wound to a Miniboss or Boss Monster that is removed as a casualty during this Mission can be considered to have "personally" completed this Objective.

Retrieve Anything of Use: GMs, make sure there are a few Treasure Chests on this Battlefield. Any model that gains a useful treasure (rolls a 4+ on the Treasure Chest" table), extracts data from a Keypad or Terminal, or leaves the battlefield with a Trophy (because of a Trait or Talent) can be considered to have "personally" completed this Objective.

Battlefield
The edges of the Battlefield should be cluttered with corridors and chambers, while the middle should have a large open room. Scatter terrain should be everywhere. The area should look devastated and partially collapsed.

In the middle of the large room, the GM should place terrain features to represent 4-6 Generators.

Any Doors on the table count as Compromised Bulkhead Doors. Additionally, the entire table is affected by a Strength3, AP-, D1 Radiation effect.

The player(s) sets up their forces first, according to their Deployment parameters. The GM may then deploy their Adversaries anywhere on the table that is at least 12" away from any player model.

The player who controls the Mission Leader model and the GM should roll off to determine who takes the first Turn.

Extraction Time: 1 hour Insertion and 1 hour Extraction, plus 1 hour, if the Mission lasts 5 Battlerounds or less, or plus 2 hours if the Mission lasts 6 Battlerounds or more.

Technology on the Table
As close to one of the Generators as possible, the GM should place a Keypad. This Keypad's Power Level is Full as long as any of the Generators has at least 1 Wound remaining.

If the player(s) have a Trait or Talent that allows them to place Technology, roll randomly to determine the Power Levels of these.

Player Prep
Choose Mission Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: any 1 for which the Mission Leader qualifies.

- Extraction Options: any 1 for which the Mission Leader qualifies

Arming Phase: player(s) arm their models for the task at hand.

Deploy: according to the parameters selected by the Mission Leader.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: three waves of increasing Allotment. If using the original Allotment rules, the GM gets 20 Allotment to start (not affected by the Doomclock), and two subsequent waves of 30 Allotment each. The first of these waves arrives starting on Turn 3. The second of these waves arrives starting on Turn 5.

If using the CTV method of Allotment, the GM starts with Allotment equal to 2/3 the player(s)' CTV. At the top of Battleround 3 the GM gets reinforcements equal to the the player(s)' CTV and at the top of Battleround 5, the GM gets reinforcements equal to the player(s)' CTV+5.

Generic Forbidden Knowledge: The walls in this section are buckled inward, pressed by the blastwave that sundered the ship. Flash-frozen bodies and pieces of bodies hang motionless in grav-pockets or lay heaped in tangled piles where they were thrown and burned. Everywhere there is evidence of the twisting malignancy of the warp, as faces leer from the bulkheads, metal twists like tree branches, and impossible organic growths sprout in endless, incomprehensible patterns. We tread on corrupted ground, irrevocably changed.

Terminal Data for this mission
The Keypad is largely filled with inscrutable madness and arcane data. Interacting with it successfully garners the model who does so +1 Corruption. Successful interaction with this Keypad also counts as Objective Complete for Retrieve Anything of Use above.

If there are any Terminals on the table, the data they provide is gibberish, but a model who successfully interacts with one may voluntarily take on +1 Corruption to gain a one-use re-roll that may be used for any reason when facing Adversaries with the <Daemon> or <Daemonic Engine> keyword. Successful interaction with any of these Terminals also counts as Objective Complete for Retrieve Anything of Use above.

Consequences of Not Taking on this Mission: if your player(s) decide not to take on this Mission, then every 9 hours after this wreck arrives the [++Redacted++] becomes subject to the Mundane Events chart.

Relics
Threshold / Cost / Capacity
/ Relic / Description
25 / 04 / 01 / Enginseer Token / This cog-shaped Amulet grants the model carrying it a once-per-Mission +1 bonus to a Tactics, Tech, or Demolitions Skill test.

25 / 03 / 01 / Isolation Reliquary / This vial of preserved material grants the model carrying it a once-per-Mission +1 bonus to a Forbidden Lore or Medic Skill test.

This message was edited 7 times. Last update was at 2022/06/17 09:15:54


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







Player Briefing
As detailed in the Optional Missions addendum, players may opt to take on this Mission or not. If they do so, at least 1 Squad should be assigned to the task, but there is no limit to the number of squads that may be sent to complete this task. The more squads deployed, however, the larger the number of Adversaries (and the larger size of those Adversaries) will be arrayed against them.

OD2o: Close the Gates: Optional Routine

"Augury scans show a cluster of warp anomalies within the halls of this wreck. We have determined the location of the closest of these clusters and task you with destroying them. Move swiftly, my Brothers, and ignore the promises whispered in the deep shadows."

In service to Whom: This Mission serves the interest of the Deathwatch, but may be considred a Side Quest for any Ordo Malleus Faction currently present in the system.

Known Adversaries
"Prepare for combat against the denizens of the warp itself and the twisted minions of these blaphemies."
The author suggests daemons of every stripe and variety, crazed chaos cultists, poxwalkers, and chaos spawn.

Primary and Tertiary Objectives
Primary Objectives:
Close or Destroy the Gates
: use the rules for Interacting with the Environment found on page 3 of this blog. The Gates each have 9 Wounds, a Toughness of 7, and a 4+ save. Each Gate destroyed is worth +D3+1 Renown to the model that removes its last Wound. A model with the Psychic Sense Skill or the ability to Deny the Witch may instead attempt to close a Gate by successfully using their Skill within 3" of a Gate or by attempting to Deny versus a casting of 6 as if the Gate itself was a Psyker. Closing a Gate earns that model +1 Renown. Destroying or Closing all of the Gates also grants the Mission Leader an additional +D6+1 Renown.

Tertiary Objectives:
Kill Something Big: GMs, make sure you spend Allotment on at least 1 Miniboss or Boss Monster. Any model that causes at least 1 Wound to a Miniboss or Boss Monster that is removed as a casualty during this Mission can be considered to have "personally" completed this Objective.

Break Them by Faith: if none of the Squads deployed on this Mission ever fail a Leadership test, this Objective can be considered complete.

Battlefield
The entirety of the Battlefield should be cluttered with corridors, chambers, and scatter terrain. The area should look devastated and partially collapsed, but with sprawling chambers and multiple levels of gantries everywhere.

On the side of the terrain layout, opposite where the Deathwatch forces will deploy, the GM should place terrain features to represent D3+2 Gates. Each Gate should be at least 6" from any board edge or any other Gate.

Any Doors on the table count as Compromised Bulkhead Doors. Additionally, the entire table is affected by a Strength2, AP-, D1 Radiation effect.

The GM sets up their forces first, deploying their Adversaries anywhere on the table that is within 3" of any Gate or up to 6" from their board edge. Then the player(s) sets up their forces, according to their Deployment parameters.

The player who controls the Mission Leader model and the GM should roll off to determine who takes the first Turn.

Extraction Time: 1 hour Insertion and 1 hour Extraction, plus 1 hour, if the Mission lasts 5 Battlerounds or less, or plus 2 hours if the Mission lasts 6 Battlerounds or more.

Technology on the Table
Players may opt to place up to D6 Terminals anywhere on the table, but these will universally be at Dead Power level.

If the player(s) have a Trait or Talent that allows them to place more Technology, roll randomly to determine the Power Levels of these.

Player Prep
Choose Mission Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: any 1 for which the Mission Leader qualifies.

- Extraction Options: any 1 for which the Mission Leader qualifies

Arming Phase: player(s) arm their models for the task at hand.

Deploy: according to the parameters selected by the Mission Leader.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: If using the original Allotment rules, the GM gets 30 Allotment that is not affected by the Doomclock. In addition, every open Gate on the table with at least 1 Wound remaining generates D6 additional Allotment for the GM at the top of every Battleround. Models purchased with this additional Allotment enter the battlefield at the start of the GM's Movement Phase through any Gate with at least 1 Wound remaining.

If using the CTV method of Allotment, the GM gets Allotment equal to the player(s)' CTV. In addition, every open Gate on the table with at least 1 Wound remaining generates D6 additional Allotment for the GM at the top of every Battleround. Models purchased with this additional Allotment enter the battlefield at the start of the GM's Movement Phase through any Gate with at least 1 Wound remaining.

Generic Forbidden Knowledge: The very air here is polluted and the walls dance with symbols too painful to look upon. Chaos runs rampant and threatens to pour from holes rent in the very fabric of reality.

Terminal Data for this mission
If the player(s) manage to power up any of the Terminals long enough to extract info from them, ask them if they want Ship Data or Command Archives and then give them the appropriate number of info tidbits from the category of their choice. If they already have a piece of info, move on to the next entry and give them new data.

Ship Data
1.) Partially Corrupted Deck Map: this counts as a clue fragment. Collect 3 or more of these to unlock the Treasures of the Deep Exploration Mission.
2.) Anomalous Flux Readings: this data Unlocks the Gate Hunt Exploration Mission.
3.) Alternate Power Pathways: this data grants a one-use +1 bonus to any die roll that may only be used during the Unlock the Big Guns Mission.
4.) Location of Sealed Defensible Positions: this data grants a one-use +1 bonus to any die roll that may only be used during the Purge the Depths Mission.

Command Archives
1.) Order of Battle: Ch'Amaa Corridor: this is a record of an Imperial Naval engagement with a splinter of Hive Fleet Jormandgr. It is worth D3 Esteem with any Imperial or Inquisitorial Faction.
2.) Account of Command Imperial Personnel: Osiren Dawn: this a detailed list of all Command personnel of note that served on board the Osiren Dawn before its demise. There are a number of citations noted and a record of their bravery in the face of insurmountable opposition. This data is worth D3+3 Esteem with any Imperial, Naval, or Aristocratic Faction.
3.) Location: Sanctified Halls: this data locates several Relics and adds one, chosen by the GM from any available from this wreck, to any Treasure gained by a squad on an Exploration Mission that takes place on board the Osiren Dawn.
4.) Maintenance Layer: this data allows one Deathwatch model to be deployed via Deep Strike, instead of the normal Insertion method, on any future Routine Mission that takes place on board the Osiren Dawn.

Consequences of Not Taking on this Mission: if your player(s) decide not to take on this Mission, then on all future Missions on board the [++Redacted++], the GM gains +xD3 additional Allotment that can only be spent on Chaos Cultists, Pox Walkers, Chaos Spawn, or models with the <Daemon> or <Daemonic Engine> keyword, where "x" is equal to the number of hours that have passed since this wreck joined the [++Redacted++].

If players take on this Mission, but not the Purge the Periphery Optional Mission, "x" is equal to every 2 hours since instead of every hour.

Relics
Threshold / Cost / Capacity
/ Relic / Description
25 / 03 / 01 / Unmarred Imperator / This Aquilla-shaped Honorific grants the model carrying it a once-per-Mission +1 bonus to a Command or Inspire Skill test.

25 / 08 / 01 / Functional Gorget / This large, silver amulet grants the model carrying it a once-per-Mission +1 bonus to a preexisting Invulnerable Save.

This message was edited 1 time. Last update was at 2023/01/20 02:24:40


Like my Facebook page!

Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







Player Briefing
As detailed in the Optional Missions addendum, players may opt to take on this Mission or not. If they do so, at least 1 Squad should be assigned to the task, but there is no limit to the number of squads that may be sent to complete this task. The more squads deployed, however, the larger the number of Adversaries (and the larger size of those Adversaries) will be arrayed against them.

OD3o: Purge the Periphery: Optional Routine

"The depths of the Osiren Dawn are likely to contain untold numbers of the daemonic, yet we can blunt their onslaught by destroying the hordes that plague the shallows. Let us take up sword and bolter and purifying flame. Let us cleanse this wickedness from the stars."

In service to Whom: This Mission serves the interest of the Deathwatch, but may be considred a Side Quest for any Ordo Malleus Faction currently present in the system.

Known Adversaries
"Prepare for combat against the denizens of the warp itself and the twisted minions of these blaphemies."
The author suggests daemons of every stripe and variety, crazed chaos cultists, tzaangors, poxwalkers, and chaos spawn. GMs, you must field at least 10 Wounds worth of models with the <Daemon> or <Daemonic Engine> keyword and preferrably more.

Primary and Tertiary Objectives
Primary Objectives:
Destroy Them
: for every 10 unsaved Wounds inflicted on enemy models with the <Daemon> or <Daemonic Engine> keyword, every Deathwatch marine deployed on this Mission gains +1 Renown.

Tertiary Objectives:
Kill Something Big: GMs, make sure you spend Allotment on at least 1 Miniboss or Boss Monster. Any model that causes at least 1 Wound to a Miniboss or Boss Monster that is removed as a casualty during this Mission can be considered to have "personally" completed this Objective.

Break Them by Faith: if none of the Squads deployed on this Mission ever fail a Leadership test, this Objective can be considered complete.

Battlefield
Divide the table in half along the longest dimension. On one side of this line should be twisting corridors and rooms and on the other should be one large room filled with scatter terrain. The Deathwatch deploy in the large room, according to their Insertion method and the GM deploys on the opposite table edge, at least 18" away from any deployed Deathwatch models.

Any Doors on the table count as Compromised Bulkhead Doors. Additionally, the entire table is affected by a Strength1, AP-, D1 Radiation effect

The player who controls the Mission Leader model and the GM should roll off to determine who takes the first Turn.

Extraction Time: 1 hour Insertion and 1 hour Extraction, plus 1 hour, if the Mission lasts 5 Battlerounds or less, or plus 2 hours if the Mission lasts 6 Battlerounds or more.

Technology on the Table
Players may opt to place up to D3 Terminals anywhere on the table, but these will universally be at Dead Power Level.

If the player(s) have a Trait or Talent that allows them to place more Technology, roll randomly to determine the Power Levels of these.

Player Prep
Choose Mission Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: any 1 for which the Mission Leader qualifies.

- Extraction Options: any 1 for which the Mission Leader qualifies

Arming Phase: player(s) arm their models for the task at hand.

Deploy: according to the parameters selected by the Mission Leader.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

Successfully completing this Mission unlocks the Purge the Depths Routine Mission.

GM's Section:
Spoiler:

Allotment: If using the original Allotment rules, the GM gets 60 Allotment that is not affected by the Doomclock. In addition, at the start of every Battleround, the GM should roll 2D6. If the total rolled is a 6, 7, 8, or 9, the GM gains that much bonus Allotment at the start of their Movement Phase that can only be spent on models with the <Daemon> or the <Daemonic Engine> keyword.

If using the CTV method of Allotment, the GM gets Allotment equal to double the player(s)' CTV. In addition, at the start of every Battleround, the GM should roll 2D6. If the total rolled is a 6, 7, 8, or 9, the GM gains that much bonus Allotment at the start of their Movement Phase that can only be spent on models with the <Daemon> or the <Daemonic Engine> keyword.

GM reinforcements Deploy along the GM's table edge.

Generic Forbidden Knowledge: The noise of them is almost unbearable. Let us drown them out with the righteous fury of our faith and the bark of our bolters.

Terminal Data for this mission
If the player(s) manage to power up any of the Terminals long enough to extract info from them, ask them if they want Ship Data or Command Archives and then give them the appropriate number of info tidbits from the category of their choice. If they already have a piece of info, move on to the next entry and give them new data.

Ship Data
1.) Partially Corrupted Deck Map: this counts as a clue fragment. Collect 3 or more of these to unlock the Treasures of the Deep Exploration Mission.
2.) Anomalous Flux Readings: this data Unlocks the Gate Hunt Exploration Mission.
3.) Alternate Power Pathways: this data grants a one-use +1 bonus to any die roll that may only be used during the Unlock the Big Guns Mission.
4.) Location of Sealed Defensible Positions: this data grants a one-use +1 bonus to any die roll that may only be used during the Purge the Depths Mission.

Command Archives
1.) Order of Battle: Ch'Amaa Corridor: this is a record of an Imperial Naval engagement with a splinter of Hive Fleet Jormandgr. It is worth D3 Esteem with any Imperial or Inquisitorial Faction.
2.) Account of Command, Imperial Personnel, Osiren Dawn: this a detailed list of all Command personnel of note that served on board the Osiren Dawn before its demise. There are a number of citations noted and a record of their bravery in the face of insurmountable opposition. This data is worth D3+3 Esteem with any Imperial, Naval, or Aristocratic Faction.
3.) Location: Sanctified Halls: this data locates several Relics and adds one, chosen by the GM from any available from this wreck, to any Treasure gained by a squad on an Exploration Mission that takes place on board the Osiren Dawn.
4.) Maintenance Layer: this data allows one Deathwatch model to be deployed via Deep Strike, instead of the normal Insertion method, on any future Routine Mission that takes place on board the Osiren Dawn.

Consequences of Not Taking on this Mission: if your player(s) decide not to take on this Mission, then on all future Missions on board the [++Redacted++], the GM gains +xD3 additional Allotment that can only be spent on Chaos Cultists, Pox Walkers, Chaos Spawn, or models with the <Daemon> or <Daemonic Engine> keyword, where "x" is equal to the number of hours that have passed since this wreck joined the [++Redacted++].

If players take on this Mission, but not the Close the Gates Optional Mission, "x" is equal to every 2 hours since instead of every hour.

Relics
Threshold / Cost / Capacity
/ Relic / Description
25 / 03 / 01 / Martyrs' Bones / This bound bundle of bones grants the model carrying it a once-per-Mission +1 bonus to a Command or Inspire Skill test.

25 / 02 / 00 / Naval Command Key / This unassuming tech gadget sockets into a marine's vambrace and grants the model carrying it a once-per-Mission +1 bonus to a Tech Skill test on board any wreck or vessel of the Imperial Navy (including retrofitted ships).





OD4o: Deep Dive: Optional Exploration
Briefing

If player(s) decide to undertake this Mission, they may send either 1 or more Squads or any individual models from any Squad up to 6.

In service to Whom
This Mission serves the interests of the Deathwatch, but may be considered a Side Quest for any Inquisitorial Faction present in the Campaign.

"The depths of this wreck may yet reveal its secrets to us. Dive deep, my Brothers, but gird thyselves against the whispers in the dark. Carry blade and flame, keep hatred in your hearts, and catechism on your lips."

Primary and Tertiary Objectives
Primary Objective(s):
Retrieve Anything Useful: Roll 1D6 for each model that was assigned to this Mission and consult the "Treasures" section of the Osiren Dawn's introduction, during the Debriefing Phase. Any model that rolls a 4+ on that table counts as personally achieving this Objective.

Tertiary Objective(s):
Estimate the Enemy's Strength: Each hour spent on this Mission grants a better sense of the scale of its Daemonic infestation. Roll a D6 during the Debriefing Phase, adding +1 for each hour beyond 1* that the Mission lasts. On the roll of a 6+, this Objective can be considered Complete.

A Mission Leader may voluntarily extend the Mission for any amount of time to ensure a maximum result.

*This means +1 for 2 hours, +2 for 3 hours, +3 for 4 hours, and so on. Only use the highest bonus.

Mission Length
1D6 hours plus 1 hour Infiltration and 1 hour extraction. 3-8 hours without extension by the Mission Leader.

Debriefing
-Record XP and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.
-Player(s) Spend or Bank XP

Special Rules
The GM should roll a D6 for every hour that this Mission takes. For each roll of a 4+ one randomly selected model that Deployed on this Mission gains +1 Corruption.

This message was edited 4 times. Last update was at 2023/01/20 02:28:54


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I modified how the Servant of the Ordos Talent works to reflect that it is only Tier 1. I also modified the Talented Skill Talents so they can be taken multiple times and that the Tier 2 & 3 versions grant different bonuses. They are now the Very Talented and Most Talented Talents. Lastly, I modified Iron Mind so that a model with it has more options. These are all found on the Miscellaneous Talents tree found on page-1 of this blog.

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ODa: Gate Hunt: Exploration
Briefing

If player(s) decide to undertake this Mission, they may send either 1 or more Squads or any individual models from any Squad up to 6.

In service to Whom
This Mission serves the interests of the Deathwatch, but may be considered a Side Quest for any Inquisitorial Faction present in the Campaign.

"In the darkness there are terrors. You must root them out and bring purging fire to them."

Primary and Tertiary Objectives
Primary Objective(s)
Gate Breaker: roll 1D6 for each Marine deployed on this Mission. Add +1 to this die roll if the model was a Psyker. Add an additional +1 to this roll if a model has the ability to Deny the Witch, is armed with a weapon that has the word "flame" in its name, and/or is armed with a Sanctified weapon. On any roll of a 4+, that model gains +1XP and counts as personally achieving this Objective.

Retrieve Anything Useful: Roll 1D6 for each model that was assigned to this Mission and consult the "Treasures" section of the Osiren Dawn's introduction, during the Debriefing Phase. Any model that rolls a 4+ on that table counts as personally achieving this Objective. 

Tertiary Objective(s)
Return Uncorrupted: if any model deployed on this Mission gains enough Corruption (usually a total of 10), they won't return. Only if this doesn't happen can this Objective be considered complete.

Mission Length
2D6 hours plus 1 hour Infiltration and 1 hour extraction. 4-14 hours.

Debriefing
-Record XP and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.
-Player(s) Spend or Bank XP

Special Rules
The GM should roll a D6 for every hour that this Mission takes. For each roll of a 4+ one randomly selected model that Deployed on this Mission gains +1 Corruption. Any model armed with a Sanctified weapon gets a special 3+ Save against this effect.

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The next few Missions are presented out of order, sorry about that.

Player Briefing
If players unlock this Mission, they may send 1 or more Squads to undertake it.

ODc: Purge the Depths: Routine

"Make no mistake, Brothers, you are descending into hell. You are the Knights Paladin and the Deliverers of Righteousness. You will be tested this hour, to your limits. Yet even those of you who die here shall be remembered as Heroes; as testament to the courage of Man and the confidence that our Emperor has in us. For we are the champions of the Imperium and, in the Emperor's name, we shall burn His enemies from our galaxy."

In service to Whom: This Mission serves the interest of the Deathwatch, but may be considred a Side Quest for any Ordo Malleus Faction currently present in the system.

Known Adversaries
"Prepare for combat against the denizens of the warp itself and the twisted minions of these blaphemies."
The author suggests daemons of every stripe and variety, crazed chaos cultists, tzaangors, beastmen, poxwalkers, and chaos spawn. GMs, you must field enough models with the <Daemon> or <Daemonic Engine> keyword to at least equal double the number of Wounds your player(s) models start this Mission with.

Primary and Tertiary Objectives
Primary Objectives:
Kill Everything
: player(s) must inflict unsaved Wounds on enemy models with the <Daemon> or <Daemonic Engine> keyword, equal to twice the number of Wounds their own models started this Mission with in order for this Objective to be considered complete. For every 10 additional unsaved Wounds they inflict beyond this, all surviving models gain +1 Renown and the Mission Leader gains a one-time bonus of +D3 Renown.

Suicide Mission: any Deathwatch model that ends this Mission with 1 or more Wounds remaining gains +2D3 Renown and an additional +3XP.

Tertiary Objectives:
Kill Something Big: GMs, make sure you spend Allotment on at least 1 Miniboss or Boss Monster. Any model that causes at least 1 Wound to a Miniboss or Boss Monster that is removed as a casualty during this Mission can be considered to have "personally" completed this Objective.

Break Them by Faith: if none of the Squads deployed on this Mission ever fail a Leadership test, this Objective can be considered complete.

Kill Marker: Daemonhunter: the model that kills the most number of Adversaries with the <Daemon> or <Daemonic Engine> keyword gains +D3 Renown.

Battlefield
A large central corridor, approximately 9" to either side of the central line of the table runs the entire length of this battlefield. Corridors and rooms connect on either side. Scatter terrain should be everywhere, except within 6" of the central line. Regardless of the Insertion Method chosen by the Mission Leader, the player(s)' squad(s) must Deploy at one of the far ends of this central corridor.

Divide the layout into 3 roughly equal sections, along the central line. The GM must split their forces into roughly 3 equal groups, each with as close to an equal number of Wounds as possible. One of these groups must Deploy in the rooms and corridors surrounding the Deathwatch Deployment area, at least 9" from any player models. One of these groups may be Deployed in the second of the 3 thirds of the table, anywhere that is out of line of sight to any of the player(s)' models or held in Adversarial Reserve. And one of these groups may be Deployed anywhere in the farthest third of the table or be held in Adversarial Reserve. When Adversarial Reserves become available they take their first Movement from any table edge except the one closest to the Deathwatch Deployment Zone.

There is no light on this battlefield, except the eerie glow of irradiated wreckage, so Deathwatch models must rely on their Talents and/or Wargear to help them find their targets. Without help, Space Marine models have an 8" visual sight limit. Any Adversarial model with the <Daemon> or <Daemonic Engine> keyword does not suffer from this darkness effect.

After terrain has been set up, but before models have been Deployed, players may place up to D3+1 "Radiation Glow" Markers anywhere on the table. Any player-controlled model that starts or ends its Move within 6" of any of these Markers must pass a Toughness test or gain D3 Wound Tokens. Any Adversary model within 6" of any of these Markers can be chosen as a target, regardless of whether or not they are within the visual range of the shooter. Lastly, any model with an Invulnerable Save that is also within 6" of any of these Markers worsens that Save by 1.

Any Doors on the table count as Compromised Bulkhead Doors. Additionally, the entire table is affected by a Strength 4, AP-, D1 Radiation effect.

The player who controls the Mission Leader model and the GM should roll off to determine who takes the first Turn.

Extraction Time: 1 hour Insertion and 1 hour Extraction, plus 1 hour, if the Mission lasts 5 Battlerounds or less, or plus 2 hours if the Mission lasts 6 Battlerounds or more.

Technology on the Table
Player(s) and GM alternate placing D3 Keypads anywhere on the table. Each of these Keypads grants access to a Twin-linked Heavy Stubber Sentry Gun located directly next to it. The Sentry Guns have effectively unlimited ammo, a BS4+, and are utterly inactive unless a player model gains control of them. Treat them as immobile Cohorts for the duration of the Mission. Roll randomly to determine the Power Level of all of these Keypads.

If the player(s) have a Trait or Talent that allows them to place more Technology, roll randomly to determine the Power Levels of these.

Player Prep
Choose Mission Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: any 1 for which the Mission Leader qualifies.

- Extraction Options: any 1 for which the Mission Leader qualifies

Arming Phase: player(s) arm their models for the task at hand.

Deploy: according to the parameters selected by the Mission Leader.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: If using the original Allotment rules, the GM gets 90 Allotment that is not affected by the Doomclock. In addition, at the start of every Battleround, the GM should roll 2D6. If the total rolled is a 6, 7, 8, or 9, the GM gains that much bonus Allotment at the start of their Movement Phase that can only be spent on models with the <Daemon> or the <Daemonic Engine> keyword.

If using the CTV method of Allotment, the GM gets Allotment equal to triple the player(s)' CTV. In addition, at the start of every Battleround, the GM should roll 2D6. If the total rolled is a 6, 7, 8, or 9, the GM gains that much bonus Allotment at the start of their Movement Phase that can only be spent on models with the <Daemon> or the <Daemonic Engine> keyword.

With either method, if this Allotment is not enough to field <Daemons> and/or <Daemonic Engines> with a total number of Wounds equal to at least double those of the squads deployed, increase this number by the least amount necessary to do so.

GM reinforcements Deploy along any table edge except the one closest to the player(s)' Deployment zone.

Generic Forbidden Knowledge: This is it, Brothers. Let us make an end of it worthy of rememberance.

Terminal Data for this mission
If there are Terminals present and players are able to power them up long enough to extract info from them, ask them if they want Ship Data or Command Archives and then give them the appropriate number of info tidbits from the category of their choice. If they already have a piece of info, move on to the next entry and give them new data.

Ship Data
1.) Partially Corrupted Deck Map: this counts as a clue fragment. Collect 3 or more of these to unlock the Treasures of the Deep Exploration Mission.
2.) Anomalous Flux Readings: this data Unlocks the Gate Hunt Exploration Mission.
3.) Alternate Power Pathways: this data grants a one-use +1 bonus to any die roll that may only be used during the Unlock the Big Guns Mission.
4.) Location of Sealed Defensible Positions: this data grants a one-use +1 bonus to any die roll that may only be used during the Purge the Depths Mission.

Command Archives
1.) Order of Battle: Ch'Amaa Corridor: this is a record of an Imperial Naval engagement with a splinter of Hive Fleet Jormandgr. It is worth D3 Esteem with any Imperial or Inquisitorial Faction.
2.) Account of Command Imperial Personnel: Osiren Dawn: this a detailed list of all Command personnel of note that served on board the Osiren Dawn before its demise. There are a number of citations noted and a record of their bravery in the face of insurmountable opposition. This data is worth D3+3 Esteem with any Imperial, Naval, or Aristocratic Faction.
3.) Location: Sanctified Halls: this data locates several Relics and adds one, chosen by the GM from any available from this wreck, to any Treasure gained by a squad on an Exploration Mission that takes place on board the Osiren Dawn.
4.) Maintenance Layer: this data allows one Deathwatch model to be deployed via Deep Strike, instead of the normal Insertion method, on any future Routine Mission that takes place on board the Osiren Dawn.

Relics
Threshold / Cost / Capacity
/ Relic / Description
25 / 09 / 01 / Irradiated Brick / This chunk of softly glowing garbage grants the model carrying it a reusable grenade with the following profile: Assault D6, Strength D3+3, AP-1, D2, Sapping, Irradiated, Enfeebling. Place a Marker next to any model hit by this weapon. This Marker represents the Brick. Any allied model that Moves to it or over it may pick it up and use it again.

45 / 10 / 00 / Blood by Brothers Shed / This vial of blood was shed by your squadmates in service to their oaths. It grants the model carrying it an extra use of their once-per-Mission Chapter ability and +1CP.




Automatically Appended Next Post:
ODd: Treasures of the Deep: Exploration
Briefing

If player(s) decide to undertake this Mission, they may send either 1 or more Squads or any individual models from any Squad up to 6.

In service to Whom
This Mission serves the interests of the Deathwatch, but may also be considered a Side Quest for any Admech Faction the player(s) choose.

"Let us find the true treasures of this decripit wreckage. Seek the munitions vaults and recover the destructive might hidden within them."

Primary and Tertiary Objectives
Primary Objective(s):
Locate Fire Control: the player whose model is the Mission Leader should roll 2D6, adding +1 for every Techmarine and +1 for every instance of the Forbidden Lore and Tech Skills present on the Mission. A roll of 12+ achieves this Objective.

Retrieve Munitions: roll 1D6 for each Marine deployed on this Mission. Add +1 to this die roll if the model was a Techmarine. Add an additional +1 to this roll for each Rating in the Tech Skill a model has. On any roll of a 4+, that model gains +1XP and counts as personally achieving this Objective.

Tertiary Objective(s):
Retrieve Anything Useful: Roll 1D6 for each model that was assigned to this Mission and consult the "Treasures" section of the Osiren Dawn's introduction, during the Debriefing Phase. Any model that rolls a 4+ on that table counts as personally achieving this Objective.

Mission Length
2D6 hours plus 1 hour Infiltration and 1 hour extraction. 4-14 hours.

Debriefing
-Record XP and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.
-Player(s) Spend or Bank XP

Special Rules
Every model that succeeds on the Retrieve Munitions Objective grants +1 shot to the Big Gun in the Unlock the Big Guns Mission.

Successfully completing this Mission unlocks the Unlock the Big Guns Mission.

This message was edited 5 times. Last update was at 2021/08/26 23:06:52


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I modified how Teleport Homers work under Tools of the Ordo on page-2 of this blog. I also clarified how the Deliverant, Iudicium, and Thunderhawks in general work.

Added the Mantlet Shield item of wargear to the Tools of the Ordo list.

This message was edited 2 times. Last update was at 2021/09/04 01:57:35


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
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Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
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Player Briefing
If players unlock this Mission, they may send 1 or more Squads to undertake it.

ODd: Unlock the Big Guns: Routine

"You have been tasked with delivering vital personnel and cargo to the very depths of this wreck. We have located fire control and need our monotasks to hardwire the Nova Cannon to bend it to our will. Deliver Killteam Octavian and their supplies to the prow, defend them until they have established their position, and then Teleport back to us so that we may continue in our righteous task. Our trust is in you, Brothers. Get it done."

In service to Whom: This Mission serves the interest of the Deathwatch.

Known Adversaries
"Prepare for combat against the denizens of the warp itself and the twisted minions of these blaphemies."
The author suggests daemons of every stripe and variety, crazed chaos cultists, tzaangors, beastmen, poxwalkers, and chaos spawn.

Primary and Tertiary Objectives
Primary Objectives

Escort Killteam Octavian to their Positions: Killteam Octavian has been tasked with defending the Admech, supplies, Servitors, and Fire Control after your squads have left. These models must set-up defensible positions, deploying Mantlet Shields at 6 positions each at least 9" away from each other. The placement of these will determine how long the Big Gun will remain defended and functional. Once all shields have been placed this Objective can be considered complete. If any of Killteam Octavian are killed before placing their Mantlet, the player(s)' models may take it up and place it themselves.

Deliver the Servitors and Supplies Safely: a number of Enginseers, Servitors, and supply crates will be accompanying the Squads deployed on this Mission. At least one of each - Enginseer, Servitor, and Supply Crate - must survive until the player(s)' squad(s) extract in order for this Objective to be considered complete.

Defend the Position until Octavian is Ready: player(s) models cannot extract until all 6 Mantlet Shields are deployed, all Teleport Beacons have been placed, and there are no Adversary models within 6" of any allied models. Player models that are removed as casualties before these conditions are met roll a D6 during the Debriefing Phase. On the roll of a 1 they lose D3 Renown. On the roll of a 6 they gain +1 Renown. If all player(s)' models survive until all of these criteria have been met with at least 1 Wound remaining, the Mission Leader gains D3+3 Renown and all other player models gain an additional +D3 Renown (roll once and apply the result to all the models).

Deploy the Teleport Beacons and Extract: the Teleport Beacons must be deployed either in contact with Main Fire Control or within 3" of any Mantlet Shield. Once all other Primary Objectives have been completed, player models (except members of Killteam Octavian, Servitors, Enginseers, or Supply crates) may Extract using any of the emplaced Teleport Beacons or the Teleportarium Extraction Zone placed by the GM at the start of the Mission.

Tertiary Objectives:
Kill Something Big: GMs, make sure you spend Allotment on at least 1 Miniboss or Boss Monster. Any model that causes at least 1 Wound to a Miniboss or Boss Monster that is removed as a casualty during this Mission can be considered to have "personally" completed this Objective.

Retrieve Anything of Use: GMs, make sure there are a few Treasure Chests on this Battlefield. Any model that gains a useful treasure, extracts data from a Keypad or Terminal, or leaves the battlefield with a Trophy (because of a Trait or Talent) can be considered to have "personally" completed this Objective.

Hold Out Until the Big Gun is Operational: for every Enginseer in base to base contact with Main Fire Control at the start of the player(s)' Turn (the start of the Command Phase if using 9th edition), roll 1D6. Add +1 for every Servitor within 1" of the Enginseer or Supply Crate within 4". Keep track of this total. When this adds up to 50 or more, the Big Gun becomes operational. If at least 1 model with at least 1 Wound remaining, of the player(s)' squads, is still on the table, this Objective can be considered complete and all models present count as personally achieving it.

Battlefield
On one side of the table, at least 9" from any table edge, place a large room. At least 2 corridors should take a circuitous route across the table from the opposite board edge to this room. The remainder of this table should be a collection of scattered rooms, hallways, and chambers. If you have the terrain for it, the author suggests placing the main large room on a second level. Roll 1D3 per room at least 6" square and place that many pieces of scatter terrain in the room or connecting corridors. Anywhere a room is connected to a corridor place a door. These all count as Compromised Sealed Doors.

Somewhere in the main large room, the GM should place terrain to represent Main Fire Control. A series of Terminals will work.

Starting with the GM, player(s) and GM should alternate placing D3+3 Entry Points anywhere on the table at least 9" from the main large room and at least 3" from any other Entry Point.

Players will have control of a second, lesser squad (Killteam Octavian) and a contingent of Admech, Servitors, and supplies they'll have to escort and defend. Details for these will be found in the GM's Section below.

The player(s) sets up their forces first, according to their Deployment parameters. All of the GM's forces begin the Mission in Adersarial Reserves, meaning the Deathwatch will have at least a single free Turn to Move or Advance, use Skills as applicable, and generally begin to spread out and take position.

When the GM's Reserves become available, they take their first Movement Phase from any Entry Point.

Extraction Time: the Fire Control room is deep in the prow of the Osiren Dawn and so it will take longer than normal to Insert. The Mission Leader should roll 1D6 to determine how manys hours it takes for Insertion. If the Mission Leader has any Talents that are normally only useful for Exploration Missions (like the ability to re-roll or roll more dice for Mission duration) they may also use those Talents for this roll. Additionally, if the Mission lasts 7 Battlerounds or less, add another hour for Extraction, or plus 2 hours if the Mission lasts 8 Battlerounds or more.

Technology on the Table
Before the first Battleround begins, roll a D6 for each Sealed Door on the table. On the roll of a 5+ that door has a Miniscule Power Level Keypad on the wall next to it that, if interacted with successfully, will unlock and open the Door it is associated with.

Main Fire Control in the main large room is at Full Power, and players may interact with it to extract data tidbits the way they would with any other Terminal. Data lists to follow in the GM's section.

If the player(s) have a Trait or Talent that allows them to place any other Technology, roll randomly to determine the Power Levels of these.

Player Prep
Choose Mission Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: Boarding Pod, Interceptor Shuttle, or Thunderhawk Insertion if the Mission Leader has enough Renown for it.

- Extraction Options: Teleportarium

Arming Phase: player(s) arm their models for the task at hand. In addition, player(s)' models are each equipped with a free Teleport Beacon that must be deployed according to the Mission's Objectives and each member of Killteam Octavian is equipped with a Mantlet Shield for free.

Deploy: according to the parameters of the Mission.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

What happens when the Big Gun becomes Operational?
Players gain one or more shots with it to reduce a future Mission's Allotment by 3D6+3. Each shot is a once-per-campaign use and only one shot can be used per Mission. Once all shots are expended there is no way to replenish them.

GM's Section:
Spoiler:

Allotment: if using the original Allotment rules, the GM gets 50 Allotment unaffected by the Doomclock, that must be broken up into 3 roughly equal waves of Adversarial Reserves. Roll a D6 for each wave in turn. Re-rolling rolls of 1, the number rolled is the Battleround that wave becomes available.

If using the CTV method of Allotment, the GM gets Allotment equal to double the player(s)' squads combined CTV. This Allotment is unaffected by the Doomclock and must be broken up into 3 roughly equal waves of Adversarial Reserves. Roll a D6 for each wave in turn. Re-rolling rolls of 1, the number rolled is the Battleround that wave becomes available.

Generic Forbidden Knowledge: This section is quiet at first, but the growing cacophony of closing foes betrays the doom we must postpone.

Killteam Octavian
This additional Squad is made up of 2 Tactical Marines, 2 Devastator Marines, 1 Techmarine, and 1 Apothecary. They are each armed with their standard loadout, plus 1 Mantlet Shield each. If players want to they can pick what Chapters these models are from, but it would be just as easy to not assign them that much detail. The player(s) may also spend Octavian's Renown on additional gear or not. Player(s) squad(s) can't share their Renown with Killteam Octavian and vice versa.

The Escorts
The Squad(s) are also accompanied by 3 Enginseers, 3-6 Servitors (player(s)' choice), and 3-6 Supply Crates (player(s)' choice) that are assumed to be on hover dollies that allow them to Move like other models. Supply Crates are Toughness 2 with 1 Wound and a 6+ Invulnerable Save, with a Move of 5".

Terminal Data for this Mission
Each Keypad affects only the Doors they are next to, locking or unlocking them.

If there are additional Terminals present and players are able to power them up long enough to extract info from them, ask them if they want Ship Data or Command Archives and then give them the appropriate number of info tidbits from the category of their choice. If they already have a piece of info, move on to the next entry and give them new data.

Ship Data
1.) Location of Additional Munitions: this grants +D3 shots to the Big Gun.
2.) Anomalous Flux Readings: this data reduces the GM's next wave in this Mission by D6 Allotment.

Command Archives
1.) Firing Solution Epsilon: this data increases the damage for one shot from the Big Gun by D6
2.) Record of Ship's Kills: this list of Xenos and Arch Enemy Confirmed Kills is worth 2D6 Esteem with any Imperial, Inquisitorial, or Naval Faction.

If players access and successfully interact with Main Fire Control they gain access to a third category of data: Gunners Mate Logs.

Gunners Mate Logs
1.) Munitions Inspections Logs: this chronicles the locations of numerous supply caches scattered throughout the wreckage of the Osiren Dawn. This allows recovery crews to partially replenish missing armory stores. All models deployed on this Mission gain +1XP and +1 Renown.
2.) Personal Logs: although not very useful tactically, this data is a deep dive into an average Imperial Naval petty officer's life and misgivings. It could prove useful for someone who might need to interrogate a person like this in the future. This data is worth D3+3 Esteem with any Inquisitorial Faction.

Relics
Threshold / Cost / Capacity
/ Relic / Description
35 / 30* / 00 / Cogitation Chip / This crystalline computational datastore can be slotted into any marine's armor to augment their targeting. When Shooting in Standard Firing Mode with any weapon except those that do not require a roll to hit, this model improves that weapon's AP by 1 and increases its Range by 6".

60 / 25 / 02 / Ship's Relic / This heavy statuary amulet has multiple functions that can each be used once-per-Mission. Re-roll a failed Armor or Invulnerable Save, automatically pass a Morale test if the Mission Leader or ignore the effects of a failed Morale test if not the Mission Leader, re-roll the damage of a weapon, and regain +1 CP used previously if the Mission Leader or add +1 CP to the starting pool if not the Mission Leader.

*Techmarines, Heralds, Knights Amethyst, Sons of Medusa, and Iron Hands treat this Cost as 10.

This message was edited 5 times. Last update was at 2021/08/31 10:02:20


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Added Brawler and Melee Master to the Melee Talents tree.

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So, I decided to try my hand at creating a sample Killteam Octavian to see just what would be involved. I discovered that I have created a very detailed squad builder. I started with what I knew was true: the Killteam is made up of 2 Tactical Marines, 2 Devastator Marines, an Apothecary, and a Techmarine. I decided to search through my options and choose Chapters for them. I also decided to work with the standard squad-building budget of 20 TV. This is what I came up with:

Brother Octavian, Black Templars Tactical Marine 1TV
Adjusted Renown: 1
Traits: Reckless Zealotry.
Talents: Burning Hatred [Agents of the Ruinous Powers] (basically any model with the <Chaos>, <Daemon>, <Daemonic Engine>, or <Psyker> keyword), Cohesion0
Skill: Command1
Chapter Heirloom: Penitant Chains
Adjusted Capacity: 11
(Toughness4+Strength4+Powered Armor+Tactical Rigging)
Wargear Total Capacity
-Deathwatch Pattern Bolter, 4 Tracer Bolter mags, 5 Bolter mags, 2 integral mags 05
-Astartes Knife 00
-Bolt Pistol, 5 bolt pistol mags 02
-2 Frag Grenades, 2 Krak Grenades 02
-Armor Patch 00
-Tactical Rigging +02
-Mantlet Shield 05
Total Weight/Adjusted Movement: 14/3"


Brother Gwymod, Sons of Medusa Tactical Marine 3TV
Adjusted Renown: 1
Traits: Faith Through Toil, The Omnissiah's Work.
Talents: Cohesion0, Cyber Locomotion (Level 1)
Skills: Command1, Tech1
Chapter Heirloom: Cog Iconoclast
Adjusted Capacity: 11
(Toughness4+Strength4+Powered Armor+Tactical Rigging)
Wargear Total Capacity
-Deathwatch Pattern Bolter, 5 Bolter mags, 1 Dragonfire integral mag, 1 integral mag 04
-Astartes Knife 00
-Grav Pistol, 5 grav catalysts 02
-2 Frag Grenades, 2 Krak Grenades 02
-Mechanicus Frame 00
-Armor Patch 00
-Tactical Rigging +02
-Mantlet Shield 05
Total Weight/Adjusted Movement: 13/5"


Brother Chavis, Hospitaliers 3rd Company Devastator Marine 3TV
Adjusted Renown: 1
Traits: Ally of the Ecclessiarch, True Believer
Talents: Cohesion0
Skill: Demolition1
Chapter Heirloom: Templar Heraldry
Adjusted Capacity: 11
(Toughness4+Strength4+Powered Armor+Tactical Rigging)
Wargear Total Capacity
-Heavy Bolter, Backpack Ammo Supply 05
-Astartes Knife 00
-Bolt Pistol, 5 bolt pistol mags 02
-2 Frag Grenades, 2 Krak Grenades 02
-Armor Patch 00
-Tactical Rigging +02
-Mantlet Shield 05
Total Weight/Adjusted Movement: 14/3"


Brother Ogru, Invaders Violator Devastaor Marine 4TV
Adjusted Renown: 10
Traits: Bolter Drill, Intractable
Talents: Burning Hatred [Craftworld Aeldari], Cohesion0
Skill: Demolition1
Chapter Heirloom: Scars of Unknown Victories
Adjusted Capacity: 12
(Toughness5+Strength4+Powered Armor+Tactical Rigging)
Wargear Total Capacity
-Heavy Bolter, Dragonfire Backpack Ammo Supply 05
-Astartes Knife 00
-Bolt Pistol, 5 bolt pistol mags 02
-2 Frag Grenades, 2 Krak Grenades 02
-Armor Patch 00
-Tactical Rigging +02
-Mantlet Shield 05
Total Weight/Adjusted Movement: 14/4"


Brother Vadimus, Sons of the Dragon Apothecary 3TV
Adjusted Renown: 9
Traits: Insular, Keeper, Peerless Artisan
Talents: Cohesion0
Skill: Medic1
Chapter Heirloom: Tactical Manifest
Adjusted Capacity: 11
(Toughness4+Strength4+Powered Armor+Tactical Rigging)
Wargear Total Capacity
-Plasma Pistol, 5 plasma cells 02
-Astartes Knife 00
-2 Frag Grenades, 2 Krak Grenades 02
-Reductor 00
-Narthecium 00
-1 dose of Brute Stim 00
-1 Melta Bomb 01
-Armor Patch 00
-Tactical Rigging +02
-Mantlet Shield 05
Total Weight/Adjusted Movement: 10/6"


Brother Eridas, Consecrators Keeper Techmarine 6TV
Adjusted Renown: 9
Traits: Insular, Esoteric Wargear, Relic Keepers
Talents: Cohesion0
Skill: Tech1
Chapter Heirloom: Code Fragment
Adjusted Capacity: 11
(Toughness4+Strength4+Powered Armor+Tactical Rigging)
Wargear Total Capacity
-Bolt Pistol, 5 bolt pistol mags, 4 seeker bolt pistol mags 03
-Astartes Knife 00
-2 Frag Grenades, 2 Krak Grenades 02
-Stunning Servo Arm 00
-Mechanicus Frame 00
-Armor Patch 00
-Tactical Rigging +02
-Mantlet Shield 05
Total Weight/Adjusted Movement: 10/6"

Total Renown: 31
CP Pool: 8
Stratagems: (1CP) Healing Touch, (1CP) Killing Field, (1CP) Range Finder, (1CP) Command Re-roll, (1CP) Interrupt, (1CP) Overwatch, (1CP) Shield of Faith, (1/2CP) Augury Scan, (1/3CP) Arming Phase, (2CP) Insane Bravery, (2CP) Nominate New Mission Leader, (2CP) The Lion's Vault, (2CP) Abhor the Witch, (2CP) Hard Win, (2CP) The Dragon's Hoard, (3CP) No Tolerance for the Weak
CTV: 32




This message was edited 3 times. Last update was at 2021/10/10 03:05:31


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
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Added Combat Accessory: Bayonet and Combat Accessory: Chain Blade to the Melee Weapons wargear list and the Suspensor Rig and Teleport Rig to the Tools of the Ordo wargear list on page-2 of this blog.

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Never Forget Isstvan!





Green Bay, Wisconson

Have you had a change to play Kill Team? How are the rules.

I'm usually a big game player ( when I get in a game ) I like lots of destruction and heavily saturated battlefields.

 
   
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 Solar_lion wrote:
Have you had a change to play Kill Team? How are the rules.

I'm usually a big game player ( when I get in a game ) I like lots of destruction and heavily saturated battlefields.


I haven't played Killteam. I rarely play of late. Last game I participated in was 7th edition. I prefer making terrain and converting/painting models (largely Orks).

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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
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The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







M35 Writ of Trade: Tyrannis
Hull: Cruiser
Original Crew Compliment: ~250,000
Circumstance of Drift: Inquisitorial Mandate
Current Condition of Crew: Embattled
Probable Disposition: Genestealers, Rogue Trader Crew, Inquisitorial Contingent, Unknown Additional Adversary

Spoiler:

Ship's Story
Under the Mandate of Inquisitor Magnan Zuchazuch, the Tyrannis was intentionally set adrift shortly after its last translation into the Warp. A summary execution of the ship's Navigator and the subsequent guidance by an unnamed and unknown Inquisitorial agent allowed the cruiser to be caught up by the [++Redacted++]'s imploding warp-pull. Just prior to its arrival in-system however, this unknown agent escaped the control of the Inquistor and has subsequently run amok in both their ship and the growing Hulk at large. While the crew of this Rogue Trader's vessel fight to rebuke the surge of genestealers crawling from the ductwork, the Inquisitor has contacted the Deathwatch and demanded they provide assistance in recapturing his vital asset. Considering this creature may possess the ability to navigate the warp even without a direct connection to the vessel it steers, capturing it may prove beneficial to the Astartes of the Intolerance despite the obvious drain on their resources searching for it will entail.

Lore
If a player asks for more information about this Vessel and they have the Forbidden Lore, Command or Tech Skill, they may use them to glean any of the following tidbits of information:

Manufacture (Tech): the Tyrannis was originally a Gothic Class Cruiser before devastating enemy fire permanently severed the control connections to its Lance Batteries. Stripped of its cannons and retrofitted for transport, the vessel has since come under the purview of the powerful Houses of the Rogue Traders. Expect opulence layered over the austere simplicity of military construction.

House Acherossi (Forbidden Lore): the Houses of the Sadrssaria Sector are few in number, but vast in resources. Of them, the House Acherossi is one of the more powerful. House Acherossi boasts to have discovered and mapped the now lucrative Chadr Stable warp route that connects Sadrssaria to the larger Imperium. For millennia this House and its ships of the line have plied the stars, searching for treasures and planets to add wealth to its coffers and those of the Imperium. But there are some who suggest that they have become too powerful and that their material riches have made them arrogant or worse, seditious in recent years.

Writ of Trade (Forbidden Lore, Command): rumored to have been penned and signed in the waning years of the Great Crusade, this stassis-preserved document is revered as a Relic by many and stands testament to the Acherossi Claim of Exploration for the Segmentum Obscura. The document is rumored to contain clauses specifically pre-forgiving House Acherossi for peaceful Xenos interaction and even fraternities with vile "near-human" species. Rumors of Acherossi's Xenos corruption run rampant throughout Sadrssaria and nearby Sectors.

Inquisitor Zuchazuch (Forbidden Lore, Command): widely regarded as a Radical, the Inquisitor has avoided direct censure primarily by operating at the very fringes of Imperial space. A psyker of considerable skill in his own right, he also employs known Empaths, Wyrds, and even less desirables bound to his service.

This vessel works well as a later-game arrival and introduces 2 new Factions in the form of Inquisitor Zuchazuch and House Acherossi. These new Factions present Missions and unlock entire new Esteem lists. They also introduce the Animosity mechanic as detailed below.

Complications
Unlike many of the vessels that may crash into the [++Redacted++], this ship's Gellar Fields still work and, in fact, are likely still on. Regardless of all other factors, Missions that take place wholly or partially onboard the Tyrannis cannot include models with the <Chaos>, <Daemon>, or <Daemonic Engine> keywords unless specifically stated otherwise in the Mission's GM Section.

Interior Architecture/Terrain Guidelines: The Tyrannis is a typical Rogue Trader vessel in that it is a converted military vessel, stripped down to its surplus essentials and then heavily retrofitted and modified over the course of its 2,000+ years of service to House Acherossi. Therefore, the interior ought to look much like many of the Imperial vessels and wrecks the players have already encountered except covered in ostentatious decoration and innumerable exotic trophies.

The force of the ship's impact likely threw the furniture around, knocking over shelves and upending couches, so there is little need to make sense with the placement of things, except that there may be an excess of very soft, very expensive-looking scatter terrain.

If you are looking to save money and time with designing terrain pieces for this ship, the author recommends using soft foam strips to emulate carpeting on the floors and decks of the terrain you have already made to represent Imperial derelict corridors and rooms. Scatter terrain like bookshelves, couches, statuary, beds, tables, hedges, and trees may also add to the ambience one would not otherwise encounter on a vessel of this size. All in all, just some easy terrain projects that save you the trouble of customizing an entire tile set just for this ship.

Available Missions
T1: Cull the Wreck: Routine
T2: Scour the Depths: Exploration

Two New Factions
This ship arrives with two new Imperial Factions that are at each other's throats. Player(s) must choose which they intend to favor as doing Missions for one will antagonize the other. This is not simply a matter of gaining and losing Esteem, but introduces a new concept called Animosity that can affect the level of opposition from rival forces, the likelihood of entering outright conflict with one Faction or another, and even the Esteem Cost of gear or resources while the conflict remains young.

Shortly after the Tyrannis arrives, the Intolerance recieves Vox communications from both Factions. GMs should read or paraphrase the "Opening Arguments" section of both Factions to the player(s) and then let them decide which side they wish to take. Once committed - by taking on the first Mission of either Faction - player(s) immediately gain +1 Animosity with the other Faction. If player(s) take on Missions for both sides, they earn +1 Animosity with both Factions. Each subsequent Mission completed for one side or another accrues an additional +1 Animosity with whichever Faction is not selected. And again, if player(s) try to play both sides, they gain an equal amount of Animosity with both Factions.

The Effects of Animosity
As with all things in this campaign, the following effects stack.

1: Agents from this Faction Cost +D3 Esteem each to purchase for a Mission.

2: Player(s) earn -D3+1 Esteem when completing Missions for this Faction. If this results in a negative number, the player(s) lose Esteem instead of gaining it.

3: Wargear from this Faction Costs double Esteem per item.

4: Routine or Linked Missions for this Faction's rival can include Adversaries from this Faction's Esteem Agent List worth up to 2D6 of the GM's Allotment.

5: Routine or Linked Missions for this Faction's rival must include Adversaries from this Faction's Esteem Agent List, worth at least 2D6 of the GM's Allotment. In addition, a GM may give these Adversaries Wargear from their Esteem Gear List at a cost of 1 Allotment per item.

6+: Routine or Linked Missions for this Faction's rival gain +3D6 Allotment that must be spent on Adversaries from this Faction's Esteem Agent List. In addition, a GM may give these Adversaries Wargear from their Esteem Gear List at a cost of 1 Allotment per item.


Inquisitorial Faction: Magnan Zuchazuch
Opening Arguments: "I am aware of my reputation as a so-called radical and I assure you all that we both serve the same God-Emperor. If my strong suspicions are true and the House of Acherossi is treasonous or worse, will it sit well with your Apocryphon Oaths to have aided and abetted abject servants of the Ruinous Powers? Does not your loyalty to the Imperium and the Ordos by default require you to serve a standing member of His Holy Inquisition? Or are you willing to risk damnation in favor of these misguided few?"

Details
This Faction counts as an Imperial, Inquisitorial, Ordo Malleus, and a Radical Faction for the purposes of Side Quests and Alliances.

Faction Missions
Z1: Evidence Collection: Exploration
Z2: Retrieve Command Cogitators: Routine
Z3: Meeting with the Magnites: Linked
Z4: Confrontation and Extraction: Linked
Z5: Retrieve the Daemonhost: Exploration
Z6: Apprehend Duke Varis Acherossi: Routine

Inquisitorial Faction: Magnan Zuchazuch Esteem Gear List
Ethreshold / Ecost / Capacity / Item / U|P / Description
01 / 01 / 01 / Record of Evidence / U / This heavy book contains a list of Charges against a particular type of enemy (Faction and Type chosen by the player when selecting this item) that grants the model carrying it a +1 bonus to Intimidation Skill tests against models of that Faction and Type.

03 / 01 / 01 / Control Node / U / This item allows the user to control up to 4 Agents or Creatures fitted with Control Collars at a range of up to 30". If the model carrying this item is removed as a casualty, all models with both Cybernetics and Control Collars become inert, unable to Move or Advance, unable to Shoot or Charge, and will only Attack if Charged or if any model comes into base to base contact with them, friend or foe.

05 / 03 / 00 / Icon Rosette / U / This item grants the model carrying it a +1 bonus to Inspire Skill tests.

10 / 05 / 01 / Seal of the Inquisition / U / This item allows the model equipped with it to negate 1 Corruption once per Mission. Once used, remove this item's Capacity weight from the model carrying it.

15 / 03 / 01 / Eldritch Ward / U / This item grants the model equipped with it a 5+ Invulnerable Save versus enemy Psychic Powers.

25 / 05 / 01 / Warp Loci / U / This item grants the model equipped with it a +1 bonus to Psychic Sense Skill tests.

25 / 15 / 01 / Illicit Grimoire / U / This item grants the model equipped with it a +1 bonus to hit and wound Adversaries with the <Daemon> or <Daemonic Engine> keyword.

30 / 20 / 01 / Icon of Purity / U / This item grants the model equipped with it a 6" Aura that allows <Imperium> models to re-roll failed Armor or Invulnerable Saves versus Wounds caused by Adversaries with the <Daemon> or <Daemonic Engine> keyword.

35 / 25 / 00 / Terrible Whispers / U / This item grants the model equipped with it Psychic Sense (+1) and Forbidden Knowledge (+1) for the duration of the upcoming Mission. At the end of the Mission, roll a D6 for this model. On a 1, 2, or 3 this model gains +1 Corruption

40 / 30 / 01 / Icon of Denunciation / U / This item grants the model equipped with it a 6" Aura that worsens the Toughness, Armor Saves, and Leadership of all models with the <Daemon> or <Daemonic Engine> keyword by 1.

50 / 35 / 00 / Distilled Spirihol / U / This Elixir grants the model equipped with it +1 Toughness and Psychic Sense (+1) for the duration of the upcoming Mission. At the end of the Mission, roll a D6 for this model. On a 1, 2, or 3 this model gains +1 Corruption


Inquisitorial Faction: Magnan Zuchazuch Esteem Agents List
Every Agent is unique. Spending Esteem to "hire" them adds 1 model to the squad for 1 Mission.
Ethreshold / Ecost / Agent / Profile / Wargear / Special Rules
01 / 03 / Augmented Gladiator / M5" WS4+ BS5+ S4 T3 W1 A2 Ld8 Invulnerable Save5+ Skill6+ Capacity08 / Cybernetics, Buzzsaw, Combat Drugs, Control Collar / -

10 / 05 / Combat Servitor / M5" WS5+ BS4+ S3 T4 W1 A1 Ld9 Save5+ Skill4+ Capacity08 / Pick one: Servo Claw or STC Heavy Bolter, pick one: Interface plug or Backpack Ammo Feed, plus Cybernetics and Control Collar / Servitors have the Tech2 Skill.

15 / 08 / Monotask Flagellant / M7" WS5+ BS- S4 T3 W2 A2 Ld7 Save7+ Skill- Capacity08 / Arco-flails, Control Collar, Cybernetics / When selecting this Agent, player(s) should choose a <Faction> keyword. This Agent gains +1 to hit versus Adversaries with that <Faction> keyword. If this model suffers a Wound, roll a D6. On the roll of a 6, ignore that Wound. If this model Charged this Turn, it may re-roll its Attacks in the Fight Phase. This model counts as a Ministorum model.

35 / 20 / Medusae / M8" WS3+ BS3+ S3 T3 W3 A1 Ld8 Save5+ Skill4+ Capacity06 / Eyeburst, Kabalite Armor, Control Collar / This model has the Intimidate2 Skill and the ability to Deny the Witch once per Mission. This creature is an enslaved Druhkari with a psychic parasite growing out of its head.

50 / 25 / Wyrd / M5" WS4+ BS4+ S3 T3 W2 A2 Ld7 Invulnerable Save5+ Skill4+ Capacity06 / Force Staff, Refractor Field, Exceptional Autopistol, Control Collar / This model has the Psychic Sense2 Skill, the ability to Deny the Witch within 12" once per Battleround, and may cast a single Psychic Power per Psychic Phase. The Wyrd knows the Smite Psychic Power.

55 / 50 / Death Cultist / M7" WS3+ BS4+ S4 T3 W3 A4 Ld7 Invulnerable Save5+ Skill4+ Capacity07 / Choose one option: Twin Monofilament Swords or Vibro Rapier, plus Envenomed Sheaths, Control Collar, and Polymorphine Body Suit / This model has the Intimidate2 Skill, plus all of the following Talents: Assassin, Crippling Attack, Deadly Strike, Disarming Strike, Parry, Sucker Punch, and Sure Strike. If this model Charged or was Charged this Turn, it may re-roll its Attacks in the Fight Phase.

Wargear Descriptions
Ranged Weapons
Weapon / Capacity / Range / Rate of Fire / Primary Magazine / Type / Strength / AP / Damage / Weapon Traits

-STC Heavy Bolter / 05 / 36" / 3|5|8 / 24 / Heavy / 5 / -1 / 2 / -
-Eyeburst / 01 / 9" / 4|-|- / 40 / Assault / 4 / -2 / 1 / -
-Exceptional Autopistol / 01 / 12" / 2|3|6 / 6 / Pistol / 2 / - / 1 / Exceptional

Armor
Armor Type / Save|Invulnerable / Capacity / Bonus

-Kabalite Armor / 5+|- / +0 / If this model is hit with a ranged weapon firing from 12" away or closer, it treats its Toughness as 1 higher than it actually is
-Polymorphine Body Suit / -|5+ / +0 / This model may be held in Reserve, replacing any Adversarial Minion model already on the table when they arrive rather than taking their first Move from a Board edge

Melee Weapons
Weapon / Capacity / Strength / AP / Damage / Traits

-Buzzsaw / 03 / +4 / -3 / D3 / Catastrophic, Two-handed, Unwieldy
-Servo Claw / 01 / +3 / -2 / D3 / Cannot be Disarmed
-Arco-flails / 02 / +1 / -1 / 1 / Flailing
-Force Staff / 02 / +2 / -1 / D3 / Psychic Attunement
-Twin Monofilament Swords / 01 (for both) / as user / -2 / 1 / Balanced, Defensive Weapon, Exceptional, Extra Attack, Flashing Blades
-Vibro Rapier / 01 / +1 / -1 / 2 / Catastrophic, Decapitating Strike, Defensive Weapon, Extra Attack

Wargear
Item / Capacity / Function

-Backpack Ammo Feed/ 01 / The weight of this weapon is primarily carried by the Servitor's Cybernetic Body. It provides 75 shots to the equipped STC Heavy Bolter.
-Combat Drugs / 00 / for one Battleround, Combat Drugs grant the model equipped with it +1 Attack and +1 Toughness.
-Control Collar / 00 / this item overrides a model's fear instincts. When in range of a Control Node, this model is immune to the Fear and Terror effects of Adversaries, counts their Leadership as 10, and is immune to being Shaken, Pinned, or Suppressed.
-Cybernetics / 00 / this augmentation grants a 5+ Invulnerable Save and +01 Capacity to the model equipped with it
-Envenomed Sheaths / 01 / On any Turn where this model has Charged or has been Charged while not previously Engaged, treat its melee weapons as Strength +1 and Damage +1
-Interface Plug / 00 / This item may be used up to twice per Mission to grant any model in Cohesion Range a +1 bonus to their Tech Skill test. The model so assisted can be the model equipped with this item.
-Refractor Field / 00 / This item provides the model equipped with it a 5+ Invulnerable Save.

Item Traits
Balanced: this weapon gains +1 to all Parry attempts.
Cannot be Disarmed: this weapon is a part of the model's cybernetic body and cannot be disarmed.
Catastrophic: if this weapon causes 1 or more Wounds in a Fight Phase, Units and/or models within 2" of its wielder must roll a D3 and add the result to their D6 roll for Morale tests this Battleround.
Decapitating Strike: any roll of 6 to hit automatically Wounds.
Defensive Weapon: a model armed with a Weapon with this Trait may sacrifice 1 of their Attacks to impose a -1 Penalty to 1 opponent model's WS for the duration of the Battleround.
Exceptional: this weapon make re-roll one die associated with its function (a hit roll, a parry roll, or a Wound roll) once per Mission
Extra Attack: this weapon adds 1 extra Attack to the model armed with it in the Fight Phase.
Flailing: this weapon makes D3 hit rolls per Attack of the model equipped with it.
Flashing Blades: if the model using these weapons scores 2 or more hits in the Fight Phase, improve the AP by 1 for all hits this Battleround
Psychic Attunement: if the model wielding this Weapon successfully manifests a Psychic Power on its own Turn, this weapon gains +1 Strength and +1 Damage in the player(s)' Fight Phase.
Two-Handed: this weapon requires two hands to use and so models cannot use it and another weapon unless they have a third limb of some sort (like a mechandendrite, Servo arm, or cyber prosthetic).
Unwieldy: this model must subtract 1 from their die rolls when Attacking with this weapon.


Imperial Faction: House Acherossi
Opening Arguments: "My lords, the Inquisitor is a known radical who has succumb to the mania inherent in such a deviant path. He sees enemies where there are none and has convinced himself we are agents of ruin. Yet clearly it is he who trucks with the unholy, not we. He who uses the tools blasphemous, while we remain true and loyal servants of the Imperium. We who work tirelessly to expand His holy Imperial domains by the will of our Writ of Trade. I implore you to take up our cause and stand against this heretic who defiles the uniform he wears and all it stands for."

Details
This Faction counts as an Imperial and an Aristocratic Faction for the purposes of Side Quests and Alliances.

Faction Missions
HA1: Rebuke the Tide: Routine
HA2: Rescue Household Crew: Exploration
HA3: Recover Household Artifacts: Exploration
HA4: Secure the Navigator's Personal Effects: Routine
HA5: Eliminate the Daemonhost: Routine
HA6: Protect Duke Varis: Routine

Imperial Faction: House Acherossi Esteem Gear List
Ethreshold / Ecost / Capacity / Item / U|P / Description
01 / 02 / +01 / Underslung Mini Shotgun / U / This weapon may attach to any Long Arm except combi weapons, effectively turning the weapon it is attached to into a Combi Weapon in its own right. This weapon has the following profile: Assault, 12" Range, RoF Standard: 1 Burst: 2 Autofire: - ; Minimag holds 4 shotgun shells. Weapon comes with 6 Minimags loaded with standard shotgun shells (Strength 3, AP -, D1). Collectively it adds +01 Capacity weight to the weapon it is attached to, plus all 6 minimags weigh 01.

02 / 02 / 02 / Mastercrafted Autogun / U / This weapon has the following profile: Rapid Fire, 24" Range, RoF Standard: 1 Burst: 3-6 Autofire: 10 ; Automag 10 (Strength 2, AP -, D1). Weapon comes with 5 Automags loaded with standard bullets. All 5 automags weigh 01.

05 / 05 / 02 / Mastercrafted Hand Flamer / U / This weapon has the following profile: Pistol, 8" Range, RoF Standard: D3 Burst: - Autofire: - ; Half Promethium Tank 3 (Strength 3, AP -, D1). Weapon comes with 5 Half Promethium Tanks. All 5 reloads weigh 01. Wounds in excess of 1 may be assigned to enemy models up to 6" from the primary target as long as those Wounds are assigned in a straight line moving away from the shooter; this weapon automatically hits its targets and may re-roll failed wounds.

06 / 03 / 02 / Mastercrafted STC Bolter / U / This weapon has the following profile: Rapid Fire, 24" Range, RoF Standard: 1 Burst: 2-4 Autofire: - ; Drum Mag 12 (Strength 4, AP -, D1). Weapon comes with 5 Drum Mags. All 5 reloads weigh 01. This weapon may re-roll 1 hit roll and 1 Wound roll every Battleround.

07 / 04 / 03 / Heavy Stubber with Auxilliary Ammo Feed / U / This weapon has the following profile: Rapid Fire, 48" Range, RoF Standard: 2 Burst: 3-6 Autofire: 10 ; Auxilliary Ammo Feed 50 (Strength 4, AP -1, D1). Weapon comes with 2 Auxilliary Ammo Feeds. Both reloads together weigh 01.

10 / 06* / 01* / DumDum Shotgun Shells / U / These Shotgun shells are Strength 4. If the Shooter rolls a 6 to Wound, that hit causes +1 Damage.

10 / 06* / 01* / Boarding Shotgun Shells / U / These Shotgun shells are Strength 4 and AP -1.

12 / 07* / 01* / Penetrator Autogun Drums / U / These Autogun reloads are Strength 2, AP -1, and hold 30 shots each.

18 / 10* / 01* / Shardling Shotgun Shells / U / These Shotgun shells are Strength 3, AP -1, and fire D3 shots per RoF in any firing mode.

25 / 05** / 01* / Las Cell / U / Reload for a Lasblaster

30 / 13 / 01 / Refractor Field Gorget / U / This item grants the model equipped with it a 5+ Invulnerable Save.

35 / 15 / 01 / Lasblaster / U / This weapon has the following profile: Assault, 18" Range, RoF Standard: 3 Burst: 5 Autofire: 8 ; Las Cell 30 (Strength 3, AP -, D1). Weapon comes with 3 Las Cells. Collectively this weapon and its reloads weigh 02. Damage 1. When shot in Autofire mode, this weapon becomes AP -1.

40 / 18 / 02 / Boarding Shotgun / U / This weapon has the following profile: Rapid Fire, 18" Range, RoF Standard: 2 Burst: 3-6 Autofire: 12 ; Drum Mag 12 (Strength 3, AP -, D1). Weapon comes with 5 Drum Mags loaded with standard Shotgun Shells. All 5 weigh 02.

50 / 35 / 00 / Digital Melta / U / This weapon has the following profile: Pistol, 12" Range, RoF Standard: 1 Burst: - Autofire: - ; (Strength 8, AP -4, Damage D6). This weapon may be used twice per Mission. It weighs virtually nothing. It cannot be reloaded. Melta, Ablaze.

*These items weigh little individually. This weight is for 24 shotgun shells of the same kind or 4 items/reloads of the same kind.
*These items weigh little individually. This weight is for 2 items/reloads of the same kind.
*These items are easy to come by. This Ecost is for 24 shotgun shells of the same kind or 4 items/reloads of the same kind.
**These items are easy to come by. This Ecost is for 2 items/reloads of the same kind.


Imperial Faction: House Acherossi Esteem Agents List
Every Agent is unique. Spending Esteem to "hire" them adds 1 model to the squad for 1 Mission.
Ethreshold / Ecost / Agent / Profile / Wargear / Special Rules
01 / 01 / House Guard / M5" WS5+ BS5+ S3 T3 W1 A1 Ld7 Save5+ Skill6+ Capacity06 / Choose one: Lasgun or Laspistol and Chainsword, plus 3 Universal Las Mags, Flak Armor, 2 Frag Grenades / House Guard may be taken multiple times. Each House Guard has the Cohesion1 Talent.

03 / 03 / House Rating / M5" WS5+ BS5+ S3 T3 W1 A1 Ld6 Save5+ Skill4+ Capacity06 / Flak Armor, Laspistol, 3 Universal Las Mags, Knife / Ratings have the Tech2 Skill and can automatically Lock or Unlock any Keypads onboard the Tyrannis

05 / 03 / Boarding Crew / M5" WS4+ BS4+ S3 T3 W1 A2 Ld7 Save4+ Skill6+ Capacity06 / Choose one: Shotgun and 24 Standard Shotgun Shells or STC Bolter and 4 Bolter Mags, plus Carapace Armor, 2 Frag Grenades, 2 Concussion Grenades / Boarding Crew may be taken multiple times. Each Boarding Crew has the Cohesion1 and Tunnel Fighter Talents.

08 / 05 / Voidsman / M6" WS4+ BS3+ S3 T3 W2 A1 Ld7 Save4+* Skill5+ Capacity07 / Voidsuit*, Lasgun, Laspistol, 6 Universal Las Mags, 2 Concussion Grenades, Knife / Voidsman may be taken multiple times. Each Voidsman has the Cohesion2 Talent and the Demolitions1 Skill. For every 5 Voidsmen you take, one may replace its Lasgun with a Rotor Cannon and Backpack Ammo Feed or Boarding Shotgun and 4 Drum Mags.

25 / 15 / Rejuvenat / M6" WS4+ BS4+ S3 T3 W3 A2 Ld7 Save5+ Skill4+ Capacity06 / Flak Armor, Diagnostic Augmentation, Surgical Augmentation, Laspistol, 3 Universal Las Mags, 2 Concussion Grenades, Medipack / This model has the Medic3 Skill and the Cohesion3 Talent

35 / 20 / Lectro-Maester / M6" WS4+ BS4+ S3 T3 W3 A2 Ld8 Save4+* Skill4+ Capacity07 / Voidsuit*, Auspex, Voltaic Pistol, Sample Case, Voltagheist Array, Power Cell, 2 Concussion Grenades / This model has the Tech3 Skill and the Cohesion3 Talent

50 / 40 / Senior Crew / M6" WS3+ BS3+ S3 T3 W4 A3 Ld9 Save4+* Skill4+ Capacity07 / Voidsuit*, Monofilament Blade, Archeotech Blaster, 2 Concussion Grenades, Disruption Field, Jokaero Custom Weapon / Senior Crew have the Command2, Tactics1, and Inspire1 Skills, plus the Cohesion4 and Follow the Leader Talents.

Wargear Descriptions
Ranged Weapons
Weapon / Capacity / Range / Rate of Fire / Primary Magazine / Type / Strength / AP / Damage / Weapon Traits

-Archeotech Blaster / 01 / 12" / 1|2|- / 12 / Pistol / 4 / -2 / 2 / -
-Boarding Shotgun / 03 / 18" / 2|3-6|12 / 12 / Rapid Fire / 3 / - / 1 / -
-Jokaero Custom Weapon / 00 / 1" / 1|-|- / 1 / Pistol / 6 / -1 / 1 / On the hit roll of a 4+ this weapon also causes D3 Mortal Wounds.
-Lasgun / 02 / 24" / 1|2-3|4 / 50 / Rapid Fire / 3 / - / 1 / -
-Laspistol / 01 / 12" / 1|2|- / 50 / Pistol / 3 / - / 1 / -
-Rotor Cannon / 04 / 24" / 4|-|8 / 48 / Heavy / 4 / -1 / 2 / -
-Shotgun / 02 / 12" / 2|-|- / 8 / Assault / 3 / - / 1 / -
-STC Bolter / 02 / 24" / 1|2-4|- / 8 / Rapid Fire / 4 / - / 1 / -
-Voltaic Pistol / 01 / 12" / 1|-|- / unlimited / Pistol / 5 / - / 1 / Voltaic

Armor
Armor Type / Save|Invulnerable / Capacity / Bonus

-Flak Armor / 5+|- / +0 / If this model is hit with any weapon with the blast quality, they gain a 6+ Invulnerable Save versus those hits
-Carapace Armor / 4+|- / +01 / -
-Voidsuit* / 4+|- / +01 / *Versus Attacks that originate from the front, this Armor provides a 3+ Armor Save. Additionally, models equipped with Voidsuits are immune to the effects of Vacuum, Contagion, and Gas.

Melee Weapons
Weapon / Capacity / Strength / AP / Damage / Traits

-Chainsword / 01 / as user / - / 1 / Defensive Weapon, Extra Attack
-Knife / 00 / as user -1 / - / 1 / -
-Surgical Augmentation / 00 / as user / -1 / 1 / -
-Monofilament Blade / 01 / as user / -4 / 1 / Balanced, Exceptional

Wargear
Item / Capacity / Function

-Universal Las Mag / 01* / This is a reload for Laspistols, Lascarbines, and Lasguns. It can be recharged by adding Power Levels to it (1 level equals +25 shots) or by heating it (doing so increases the Mag's shots by 10 per Battleround, but adds the Dangerous to Use Trait to the weapon it is loaded into afterward. Full versions of these mags hold 50 shots.
-Diagnostic Augmentation / 00 / This item grants the bearer a single re-roll for their Medic Skill per Mission.
-Medipack / 01 / A Medipak grants a +1 bonus to the first 3 Medic tests of a Mission. A Medipak may also be sacrificed in order to re-roll a single failed Medic test per Mission. Once sacrificed, it no longer grants the bonus to rolls, even if it still had uses left.
-Sample case / 02 / This item allows the bearer to retrieve samples of all manner of things while on the Mission. Each time this model spends 1 complete Phase in base to base contact with any terrain feature, the <Astartes> squads deployed with it gain +1 Esteem.
-Auspex / 01 / This item grants the bearer a single re-roll each Battleround that may be used for either a Shooting hit rolls or a wound roll in the Fight Phase, player's choice. An Auspex may also be used to scan the surrounding area up to 2D6" using the Tech Skill. Successful interaction with the device will reveal weak areas in the surrounding architecture, hidden tunnels in the walls or floors, and reveal any Adversaries that are not in line of sight (because they are in the walls, under the floor, on the next deck, or some other narrative reason) as blips.
-Voltagheist Array / 02 / This item provides all allied models within 6" with a 5+ Invulnerable Save.
-Power Cell / 01 / This item may be used to increase the Power Level of any single Tech Emplacement on the table this model is in Cohesion with by 1 step, once per Mission. Additionally, the Power Cell provides unlimited ammunition for a Lectro-Maester's Voltaic Pistol.

*These items weigh little individually. This weight is for 4 items/reloads of the same kind.

Item Traits
Balanced: this weapon gains +1 to all Parry attempts.
Dangerous to Use: any unmodified roll of a 1 when shooting this weapon causes a single Mortal Wound to the Shooting model.
Defensive Weapon: a model armed with a Weapon with this Trait may sacrifice 1 of their Attacks to impose a -1 Penalty to 1 opponent model's WS for the duration of the Battleround.
Exceptional: this weapon make re-roll one die associated with its function (a hit roll, a parry roll, or a Wound roll) once per Mission
Extra Attack: this weapon adds 1 extra Attack to the model armed with it in the Fight Phase.
Voltaic: Each unmodified roll of a 6 to hit with with this weapon scores 3 hits.


Treasures of the Tyrannis
Any time a model could potentially rummage through a "treasure chest" or might have to roll on a Treasure Table during the course of a Mission on board this Vessel, use the following charts to determine what may be there to find. Treasure Chests should be clearly identifiable and can be searched if a model is within 2" of one during the Command Phase or one of the model's Shooting Phases instead of taking another action. Treasure gained from Exploration Missions should be rolled by each Astartes deployed on the Mission during the Debriefing Phase.

Treasure Chest: roll a D6
1: trinkets. If the model takes on 01 Capacity worth of stuff they may trade it to any Aristocratic Faction for D3 Esteem.

2-3: esoteric collections. If the model takes on 03 Capacity worth of stuff they may trade it to any Aristocratic, Admech or Inquisitorial Faction for 2D6 Esteem.

4-5: personalized munitions. Roll D3. On a 1, this is an Exceptional Autopistol with a built-in Scope. On a 2, this is an Exceptional Bolt Pistol. On a 3, this is an Exceptional Inferno Pistol. In any case, the weapon can be added to this model's Load Out along with 4 appropriate Reloads for the duration of the Mission, collectively weighs 02 Capacity, and may be permanently added to this model's Load Out (replacing their standard Bolt Pistol) if the model pays a permanent but one-time tax of D3+the number rolled for the weapon in Renown during the Debriefing phase. Alternatively, this weapon may be added to the list of Relics for a Renown gain equal to the number rolled for the weapon. These Relics have a Threshold of 25 and Cost equal to a normal weapon of this type plus the number rolled to generate it. In all cases, this counts as a Trophy taken from the Battlefield.

6: House Acherossi Relic. If the model takes on a 01 Capacity item they may re-roll 1 die roll this Mission. Afterwards, this item may be traded to either House Acherossi or Inquisitor Zuchazuch for +2D3 Esteem.

Exploration Treasure: during the Debriefing Phase roll a D6 for each Astartes deployed on an Exploration Mission that takes place wholly on board the Tyrannis
1: trinkets worth D3 Esteem to House Acherossi.

2: STC munitions. This model gains +1 Renown.

3: Esoteric Art. This may be traded to any Aristocratic Faction for 2D3 Esteem

4: House Acherossi Heirloom. This may be traded to House Acherossi for 2D6 Esteem or to Inquisitor Zuchazuch for D6+3 Esteem.

5: Strange Evidence. To which Faction does this belong? Is it exonerating or incriminating? Who knows, but both sides want it badly. This may be traded to either House Acherossi or Inquisitor Zuchazuch for D6+12 Esteem.

6: Navigational Data and Gellar Readings. If this model has the Tech or Forbidden Knowledge Skill, they gain +D3 XP and D3+3 Renown. Otherwise, they gain +3 Renown. This find sets the DoomClock back D6 hours.

This message was edited 7 times. Last update was at 2021/09/09 18:18:32


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Player Briefing
This Mission serves the Deathwatch. 1 or more squads may be deployed to achieve this, but it is entirely optional.

T1: Cull the Wreck: Optional Routine

"More Adversaries for us to destroy, Brothers. Let us go into the lightless dark, root them out, and eliminate them. No need for prose here; simply paint the lower decks with the blood of those who would try and stop us."

In service to Whom: This Mission serves the interest of the Deathwatch.

Known Adversaries
"This wreck is teeming with ship dead and gene-cultists pouring from the walls like rats. They sense the ship's doom and their liberation hand in hand. So let us deliver unto them the embrace of death."
The author suggests ship dead and genestealer cult in keeping with this vessel's theme.

Primary and Tertiary Objectives
Primary Objectives:

Decapitate the Throngs: GMs, you must field at least 1 model with 5 or more Wounds. The Astartes that removes the last Wound of a Miniboss or Boss Monster counts as personally completing this Objective.

Make it Quick: if the Mission lasts 6 Battlerounds or less, the Mission Leader gains +1 Renown.

Tertiary Objectives:
Cull the Horde: for every 10 Adversary models removed as casualties, all Allied Astartes gain +1 XP and the Mission Leader gains +1 Renown.

Retrieve Anything of Use: GMs, make sure there are a few Treasure Chests on this Battlefield. Any model that gains a useful treasure, extracts data from a Terminal, or leaves the battlefield with a Trophy (because of a Trait or Talent) can be considered to have personally completed this Objective.

Battlefield
The table should be set up as a series of extra long corridors and interconnected rooms. This is the most classic of Spacehulk Mission layouts. GMs and Player(s) alternate placing up to 2D3+2 Entry Points anywhere at least 3" from any other Entry Point. Adversarial Reserves take their first Movement Phase from any of these Entry Points as long as no Deathwatch model is within 4" of it.

Any Doors placed on the battlefield count as Bulkhead Doors. Additionally, the entire table is affected by a Strength1, AP-, D1 Radiation effect.

The player(s) sets up their forces first, according to their Deployment parameters. The GM may then deploy their Adversaries anywhere on the table that is at least 12" away from any player-controlled model.

The player who controls the Mission Leader model and the GM should roll off to determine who takes the first Turn.

Extraction Time: 1 hour Insertion and 1 hour Extraction, plus 1 hour, if the Mission lasts 5 Battlerounds or less, or plus 2 hours if the Mission lasts 6 Battlerounds or more.

Technology on the Table
Player(s) and GM should alternate placing up to D3 Terminals, each at Low Power, anywhere in the terrain layout.

Player Prep
Choose Mission Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: any 1 for which the Mission Leader qualifies.

- Extraction Options: any 1 for which the Mission Leader qualifies

Arming Phase: player(s) arm their models for the task at hand.

Deploy: according to the parameters selected by the Mission Leader.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: If using the original Allotment rules, the GM gets 36 Allotment not affected by the Doomclock.

If using the CTV method of Allotment, the GM gets Allotment equal to the player(s)' CTV +5.

Generic Forbidden Knowledge: In the depths of this wreckage there is little besides the settling of the great machine. It is a dying beast, shrugging off its mortal shell and gasping the last of its breath.

Terminal Data for this mission
Terminals on the table provide snippets of encrypted data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, roll a D6 for both House Acherossi and Inquisitor Zuchazuch. Whichever Faction rolls lower, adds just enough to their score to outbid the other by 1. This is how much Esteem each Faction will pay for the Data Snippet.

Consequences of Not Taking on this Mission: if your player(s) decide not to take on this Mission, then add a cumulative +1 to Allotment for all future Missions that take place onboard this wreck.

Relics
Threshold / Cost / Capacity
/ Relic / Description
22 / 03 / 01 / House Token / This golden cupped-hand-shaped Amulet grants the model carrying it a once-per-Mission +1 bonus to a Tactics or Command Skill test.

25 / 06 / 01 / Encrypted Data Chit / This micro card key may be used once per Mission to unlock any door, keypad, or encryption-locked device once per Mission.




Automatically Appended Next Post:
You know, I just realized that almost every Mission makes a confusing statement about Mission Leaders. My original idea was to have only one Mission Leader, even with multiple squads deployed, but in retrospect that doesn't really make sense with the Command Points rules I wrote. So my amendment here is that each squad deployed ekects its own Squad Leader, but players have to select one of these to be the Mission Leader. If the Mission Leader is then removed as a casualty, one of the other Squad Leaders can become the new Mission Leader for free. If there is no Squad Leader on the battlefield to take up the role, then players must spend CP to elect a new one.

This message was edited 4 times. Last update was at 2021/09/20 21:41:09


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Made in us
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T2: Scour the Depths: Optional Exploration
Briefing

If player(s) decide to undertake this Mission, they may send either 1 or more Squads or any individual models from any Squad up to 10.

In service to Whom
This Mission serves the interests of the Deathwatch, but may also be considered a Side Quest for either House Acherossi or Inquisitor Zuchazuch.

"This is swiftly becoming routine, Brothers. Scour the decks and the deep holds and return with anything of value."

Primary and Tertiary Objectives
Primary Objective:
Retrieve Anything Useful: Roll 1D6 for each model that was assigned to this Mission and consult the "Treasures" section of the Tyrannis' introduction during the Debriefing Phase. Any model that rolls a 2+ on that table counts as personally achieving this Objective.

Mission Length
1D6 hours plus 1 hour Infiltration and 1 hour extraction. 3-8 hours.

Debriefing
-Record XP and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.
-Player(s) Spend or Bank XP

This is, by far, the simplest Mission I have written for this entire campaign. I don't even know how I feel about that.

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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
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Z1: Evidence Collection: Exploration
Briefing

If player(s) decide to undertake this Mission, they may send either 1 Squad or any individual models from any Squad up to 5.

In service to Whom
This Mission serves the interests of Inquisitor Zuchazuch. As such, Deathwatch Models do not gain Renown for personally completing Objectives in this Mission.

"The Inquisitor has instructed us to find anything related to the House of Acherossi and bring it to him. He has provided us with a list of priorities, but has made it clear -anything- we find pertaining to this House may hold a key to his investigation. Do not overlook the mundane and be suspicious of all things."

Primary and Tertiary Objectives
Primary Objective:
Retrieve Priority Evidence: Roll 1D6 for each model that was assigned to this Mission and consult the Treasures section of the Tyrannis' introduction during the Debriefing Phase. Any model that rolls a 5 on that table gains +1XP.

Tertiary Objective:
Retrieve Anything of House Acherossi: Any model that rolls a 1, a 3, or a 4 on the Tyrannis' Treasures table gains +D3 Esteem with Inquisitor Zuchazuch in addition to that roll's effect.

Mission Length
1D6 hours plus 1 hour Infiltration and 1 hour extraction. The Mission Leader's controlling player may opt to add an additional D6 hours of time to this Mission. If they do so, each model deployed on this Mission rolls twice on the Treasures table. 3-14 hours.

Debriefing
-Record XP and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.
-Player(s) Spend or Bank XP


This message was edited 1 time. Last update was at 2021/09/22 15:52:39


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
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The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







Player Briefing
This Mission is in service to the Inquisitor. Players may send a single squad to undertake it.

Z2: Retrieve Command Cogitators: Factional Routine

"We have been tasked with recovering vital information from the overrun Command Bridge. Bless thy bolters and make ready. Let us advance with catechism on our lips and fire in our hearts. Let blade and bullet grant our enemies the gift of final absolution."

In service to Whom: This Mission serves the interests of Inquisitor Zuchazuch. As such, Deathwatch Models do not gain Renown for personally completing Objectives in this Mission.

Known Adversaries
"This wreck is teeming with ship dead and gene-cultists pouring from the walls like rats. They sense the ship's doom and their liberation hand in hand. So let us deliver unto them the embrace of death."
The author suggests ship dead and genestealer cult in keeping with this vessel's theme.

Primary and Tertiary Objectives
Primary Objectives:

Retrieve the Cogitators: On the Battlefield there will be 3 Command Cogitator Stations. If an Astartes moves into Cohesion Range of one of these, their controlling player may sacrifice a Phase (Movement or Shooting) - or, if using 9th edition, may perform an Action - to roll a D6, adding +1 for each Rating of the Tech Skill they may have. On the score of a 6, that model takes on a 02 Capacity Cogitator Core and renders that Station inert. Each Cogitator Core recovered is worth 3 cumulative Esteem to each Astartes deployed on this Mission with Inquisitor Zuchazuch. If one is recovered, all Astartes gain 3 Esteem. If two are recovered, all Astartes gain 9 Esteem (3 for the first and 6 for the second). If all three are recovered, all Astartes gain 18 Esteem (3 for the first, 6 for the second, and 9 for the third). If a model fails their roll to extract a Cogitator Core there is no ill effect, except that a Phase or Action is wasted and the Mission is prolonged. There is no limit to the number of attempts a model may undertake to extract the Cogitator Cores.

Extract: every Deathwatch Astartes that exits the Battlefield via the Extraction Zone gains an additional +1XP. If they are in possession of one of the Cogitator Cores when they do so, they also gain +1 Renown.

Tertiary Objectives:
Kill Count: for every 10 Adversary models removed as casualties this Mission, each Deathwatch Astartes deployed gains +1 Esteem with Inquisitor Zuchazuch and the Mission Leader gains an additional +1XP.

Retrieve Anything of Use: GMs, make sure there are a few Treasure Chests on this Battlefield. Any model that gains a useful treasure, extracts data from a Keypad or Terminal, or leaves the battlefield with a Trophy (because of a Trait or Talent) gains +1 Esteem with Inquisitor Zuchazuch in addition to any other effects provided.

Battlefield
The Battlefield should be a series of large rooms interconnected by grand staircases and/or short corridors. The author suggests a multi-level layout, but any configuration of terrain that suggests the command bridge of a mighty Imperial Battle Cruiser will suffice.

In the middle of the largest room, the GM should place terrain features to represent 3 Command Cogitator Stations. Each of these must be at least 6" from any other of them and must be at least 18" away from the Deathwatch deployment zone. These count as Terminals until their Cogitator Cores are extracted. However, these Stations can also be destroyed before their Cogitator Cores are removed. Treat these terrain features as Toughness 4, 3 Wound objects with a 5+ Invulnerable Save. The GM may not start attempting to destroy these until the player(s) have made their first attempt to extract one of the Cogitator Cores.

Any Doors on the table count as Bulkhead Doors.

GM and player(s) may then alternate placing up to 2D3 Entry Points anywhere in the terrain layout that is at least 3" away from any other Entry Point and at least 6" away from the Deathwatch deployment zone. Adversarial Reserves may take their first Movement Phase from one of these Entry Points as long as there are no player-controlled Astartes within 4" of it or from any table edge as long as there are no player-controlled Astartes within 9" of the point where they end their Movement.

The player(s) sets up their forces first, according to their Deployment parameters. The GM may then deploy their Adversaries either within 3" of any of the Command Cogitator Stations or within 3" of any board edge that is also at least 18" away from any player-controlled model.

The player who controls the Mission Leader model and the GM should roll off to determine who takes the first Turn.

Extraction Time: 1 hour Insertion and 1 hour Extraction, plus 1 hour, if the Mission lasts 5 Battlerounds or less, or plus 2 hours if the Mission lasts 6 Battlerounds or more.

Technology on the Table
In addition to the Command Cogitator Stations, player(s) and GM should alternate placing up to 2 Keypads each anywhere in the terrain layout. These Keypads each unlock a Secret Compartment in the terrain feature closest to them. Treat these Compartments as Treasure Chests where the searching model may modify their dice roll by +/-1.

If the player(s) have a Trait or Talent that allows them to place Technology, roll randomly to determine the Power Levels of these.

Player Prep
Choose Mission Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: any 1 for which the Mission Leader qualifies.

- Extraction Options: any 1 for which the Mission Leader qualifies

Arming Phase: player(s) arm their models for the task at hand.

Deploy: according to the parameters selected by the Mission Leader.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: two waves of Allotment. If using the original Allotment rules, the GM gets 30 Allotment to start (not affected by the Doomclock), and a subsequent wave of 20 Allotment. The second wave is held in Adversarial Reserves and becomes available to draw from starting on Battleround 2.

If using the CTV method of Allotment, the GM starts with Allotment equal to the player(s)' CTV. At the top of Battleround 2 the GM gets reinforcements equal to 2/3 the player(s)' CTV (rounding up).

Generic Forbidden Knowledge: The grandiosity of an Imperial vessel coupled with the ostentatious sense of pride any noble house should have makes the command bridge of this a vessel a sight magnificent to behold.

Terminal Data for this mission
Until their Cogitator Cores are removed, each Cogitator Command Station counts as a Terminals and may be interacted with as such. Any Terminal on the table provides snippets of encrypted data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, they gain D6 Esteem with Inquisitor Zuchazuch.

Relics
Threshold / Cost / Capacity
/ Relic / Description
35 / 08 / 01 / Household Emblem / This may be a pendant or a small ornament. It grants the model carrying it a once-per-Mission +1 bonus to any one Skill test.

35 / 10 / 01 / Cogitation Key / This esoteric device grants the model carrying it a once-per-Mission +2 bonus to a Tech Skill test.


This message was edited 2 times. Last update was at 2021/09/23 05:57:29


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Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
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Player Briefing
The Inquisitor has been doing some investigations of his own in-system and has arranged a meeting onboard the [++Redacted++]. He has requested an armed escort in case negotiations deteriorate. Player(s) may send as many squads as they like on this Mission, provided the total number of Astartes going are not more than 10 (Neophytes and Scouts do not count towards this number).

This Mission is Linked with Mission Z4: Confrontation and Extraction.

Z3: Meeting with the Magnites: Factional Linked

"Inquisitor Zuchazuch has requested our presence in a meeting with one of the Admech Factions onboard the growing hulk. Normally, I would discount an endeavor such as this as frivolous, given our current primary Mission. However, we have had precious little contact with the Faction in question and it may serve us well to learn how they think and act, if we are to evaluate our personal interaction with them in the future. Tread lightly, Brothers, for you walk the fine line between the Ordos. We serve the Inquisition, certainly, but do not forget that we, too, are the Inquisition. Trust your own counsel if negotiations fail and decide for yourselves on whose side you will stand. When all parties fall short of Righteousness, it is we who shall become the Beacons of His Light and the Bringers of His unflinching Judgement."

In service to Whom: This Mission serves the interests of both Inquisitor Zuchazuch and the Deathwatch. It may also be considered a Side Quest for either the Magnites or the Arcanite Guard, player(s)' choice.

Known Adversaries
"This is a previously unknown section of the [++Redacted++], Brothers. There may be anything in the depths, but prepare thyselves to face the bizarre and esoteric creations of the Admech most especially."
The author suggests ship dead, genestealer cults, genestealers, chaos spawn, minor daemons or anything else strange in your collection. Additionally, there should be two distinct Admech Factions present. The Magnites can be represented by Electro Priests and Redemptionists with a handful of cyber limbs and "banner bearers" toting empty space marine armor suits. Alternatively a handful of Heretic Astartes, Skitarii, and Chaos Cultists will also work. The author suggests Forgeworld Heresy Era Mechanicum Secutors to best represent the Arcanite Guard, but Kataphron servitors, Kastelan Robots, and any Admech HQs will also work.

Primary and Tertiary Objectives
Primary Objectives:

Protect the Inquisitor: at some point during the Mission, it is likely that talks will break down and shooting will begin. There will also likely be other Adversaries that will try to disrupt the meeting. For each Wound the Inquisitor ends the Mission with, each Deathwatch model gains 2 Esteem with Inquisitor Zuchazuch and +1 Renown.

Fall Back!: every Deathwatch model that ends the Mission in the Defensible Position and within 2" of Inquisitor Zuchazuch gains +1 Renown and +D3 Esteem with Inquisitor Zuchazuch.

Tertiary Objectives:
Retrieve a Fallen Magnite: if any Deathwatch model is able to drag the corpse of a Magnite casualty to the Extraction Zone (weight: 07 Capacity), that model gains +D3 Renown and +2D3 Esteem with Inquisitor Zuchazuch. Retrieving this body incurs a -2D3 Esteem loss with the Magnites and D3 Cyber Implants that can be traded to the Replicanticle for 2D6+2 Esteem, after 6 hours.

Retrieve a Fallen Arcanite Guard: if any Deathwatch model is able to drag the corpse of a Arcanite Guard casualty to the Extraction Zone (weight: 10 Capacity), that model gains +D3 Renown and +2D3 Esteem with Inquisitor Zuchazuch. Retrieving this body incurs a -2D6 Esteem loss with the Arcanite Guard and 2D3 Cyber Implants that can be traded to the Replicanticle for 2D6+2 Esteem, after 6 hours.

Battlefield
The Battlefield should have a single large central room surrounded by many twisting corridors and smaller rooms.

In the middle of the main room, the GM should place a single large iconic terrain feature - like a statue of a Space Marine or something similar.

The GM sets up the Magnite forces first, surrounding and within 6" of the central iconic terrain feature. Next the player(s) place a model representing the Inquisitor within 3" of any Magnite model and their own Deathwatch models within 9" of the Inquisitor, but also at least 9" away from any Magnite model. Finally, the GM may deploy any other Adversarial models up to 3" from any board edge.

The player who controls the Mission Leader model and the GM should roll off to determine who takes the first Turn. No Deathwatch models can Shoot at, use Psychic Powers that cause Wounds or Mortal Wounds on, or Move any closer than 3" to a Magnite model until the Negotiations break down.

Extraction Time: 1 hour Insertion, plus 1 hour, if the Mission lasts 5 Battlerounds or less, or plus 2 hours if the Mission lasts 6 Battlerounds or more.

Technology on the Table
Roll a D6 for each room 6"x6" or larger on the table. On the roll of a 6 that room has a Low Power Terminal in it. The GM determines its exact location in the room.

If the player(s) have a Trait or Talent that allows them to place Technology, roll randomly to determine the Power Levels of these.

Player Prep
Choose Mission Leader
: player(s) elect models to represent each squad's leader for this Mission. And selects one of these to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: Special (see Battlefield above).

- Extraction Options: Defensible Position.

Arming Phase: player(s) arm their models for the task at hand, bearing in mind that this Mission is Linked and they will not have the opportunity to rearm between the two. The author always suggests to take plenty of Ammo.

Deploy: according to the Mission special rules.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: two waves of Allotment. If using the original Allotment rules, the GM gets 30 Allotment to start of which at least half must be spent on models to represent the Magnites, and a subsequent wave of an additional 30 Allotment of which at least half must be spent on models to represent the Arcanite Guard. Any non-Magnite Adversaries from the first wave may be held in Adversarial Reserve and become available at the start of the GM's first Turn. The second wave is held in Adversarial Reserves and becomes available to draw from starting on Battleround 3.

If using the CTV method of Allotment, the GM starts with Allotment equal to the player(s)' CTV plus modifications from the DoomClock. At least half of this Allotment must be spent on models to represent the Magnites. The remainder may be deployed or held in Adversarial Reserves, becoming available at the start of the GM's first Turn. At the top of Battleround 3 the GM gets reinforcements equal to the player(s)' CTV, of which at least half must be spent on models to represent the Arcanite Guard. These Adversarial Reserves take their first Movement Phase from any table edge and must start their Move at least 9" from any player-controlled model.

Models representing the Magnites and the Arcanite Guard treat other Adversarial models as enemies and will Shoot or Fight those models if they cross into their Line of Sight.

Generic Forbidden Knowledge: The empty hold betrays the millennia of disuse, corroded and bulging with moisture saturated bulkheads. Even the icon is so heavily caked with corrosion there is no way to determine what noble visage it once bore..

Terminal Data for this mission
Any Terminal on the table provides snippets of encrypted data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, they gain D6 Esteem with Inquisitor Zuchazuch during next Mission's Debriefing Phase.

Special Rules: Negotiations
At the start of each Battleround, have the player(s) roll a D6 for the Inquisitor. On the roll of a 1, Negotiations break down and the Magnites become hell-bent on killing the Inquisitor. On the roll of a 6, the Magnites agree to the Inquisitor's demands, thereafter treated as friendly models. If this occurs before the Arcanite Guard arrive, the Deathwatch immediately gain +2D3 Esteem with the Magnites and the Inquisitor may begin Negotiations with the Arcanite Guard when those models come within 3" of him. However, if any Arcanite Guard model can draw line of sight to the Deathwatch when the Magnites agree, the squad immediately loses -2D3 Esteem with the Arcanite Guard and they are thereafter treated as enemies. If this brings the squad's Esteem into negative numbers with a Faction, they can never regain their trust and that Faction permanently becomes an Adversary only.

Inquisitor Zuchazuch
Move5" WS3+ BS3+ S3 T3 W5 A4 Ld9 Sv3+|5+ Skill3+ Cap07
Skills: Intimidate2, Command2, Forbidden Knowledge2, Psychic Sense2
Talents: Cohesion2, Cyborg, Integrated Refractor, Long Shot, Observant
Special Ability:
Psychic Abilities: Smite; ability to Deny the Witch within 18" (x1)
Load Out: Armor: Powered Armor 3+ Weapons: Inferno Pistol with 5 Melta Canisters, Force Sword Wargear: Inquisitorial Rosette, Armor Patch (Total Weight: 04)

Wargear Descriptions
Inquisitorial Rosette
: this item allows the Inquisitor to automatically pass a single Skill test once per Mission. Doing so negates an Cover Save bonus the Inquisitor may other be benefitting from until the start of the next Battleround.

Magnite Relic Banner: this item may be assigned to any Magnite model for +1 Allotment. It grants all Magnite models within 6" of this model +2 Leadership and the ability to re-roll Charge distances.

Relics
Threshold / Cost / Capacity
/ Relic / Description
05 / 03 / 00 / STC Machine Fragment / This is a piece of some sort of unknown technology. It grants the model carrying it a once-per-Mission +1 bonus to any Debriefing Phase Esteem gain.

05 / 05 / 00 / Xenotech Fragment / This is a minor piece of some obscure Xeno item. The model carrying it may use it once per Mission to gain +1 Renown when completing an Objective when all allied models can draw line of sight to them.


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Orks-in-Progress, Finished Orks.
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Player Briefing
This Mission is Linked with the previous. Regardless of the outcome of last Mission, we must now extract from this position back to the Interceptor with our gains intact.

This Mission is Linked with the previous Mission Z3: Meeting with the Magnites.

Z4: Confrontation and Extraction: Factional Linked

"And now we must fight our way through the Hulk to our Extraction point, with our gains intact. Move with haste, Brothers, before this entire nest of monsters erupts upon us."

In service to Whom: This Mission serves the interests of both Inquisitor Zuchazuch and the Deathwatch. It may also be considered a Side Quest for either the Magnites and/or the Arcanite Guard, if Negotiations with either Faction were successful in the previous Mission.

Known Adversaries
"This is a previously unknown section of the [++Redacted++], Brothers. There may be anything in the depths, but prepare thyselves to face the bizarre and esoteric creations of the Admech most especially."
The author suggests every "bad guy" faction in your collection. Additionally, there may be opposing Magnites and/or Arcanite Guard left to fight off.

Primary and Tertiary Objectives
Primary Objectives:

Protect the Inquisitor: For each Wound the Inquisitor ends the Mission with, each Deathwatch model gains 2 Esteem with Inquisitor Zuchazuch. If the Inquisitor ends the Mission with at least 1 Wound remaining, the Mission Leader also gains +D3 Renown

Extract: every Deathwatch model that ends the Mission in the Extraction Zone and within 2" of Inquisitor Zuchazuch gains +1 Renown and +D3 Esteem with Inquisitor Zuchazuch.

Tertiary Objectives:
Kill Count: for every 10 enemy models removed as casualties, each Deathwatch model gains +1 Renown. If at least 10 enemy models are removed as casualties, the Mission Leader also gains +1XP.

Move Swiftly: if the Mission lasts for 5 Battlerounds or less, the Mission Leader gains +1 Renown.

Battlefield
On one side of the Battlefield should be terrain that matches the Defensible Position from the previous Mission. The rest of the terrain should be a series of rooms and corridors leading away from that position.

Roll a D6 for every room and corridor. On the roll of a 1, that terrain area is weak and crumbling and counts as Difficult Terrain to all models moving through it.

The GM and Player(s) take Turns placing up to 3D3 Entry Points anywhere along the edge of the terrain layout at least 9" from the Deathwatch Deployment zone.

The player(s) set up first, placing the Inquisitor in the center of a 6"x6 square that sits flush against the board edge with the defensible position on it. All other player-controlled models must be deployed in Cohesion Range of the Inquisitor.

Up to 9 models of the GM's Adversaries may set up anywhere in the terrain layout, at least 12" away from every player-controlled model. All other Adversaries are held in Adversial Reserves and take their first Movement phase from any Entry Point that is at least 4" from any player-controlled model.

The player who controls the Mission Leader model and the GM should roll off to determine who takes the first Turn.

Extraction Time: 1 hour, if the Mission lasts 5 Battlerounds or less, or 2 hours if the Mission lasts 6 Battlerounds or more, plus 1 hour Extraction.

Technology on the Table
Roll a D6 for each room 6"x6" or larger on the table. On the roll of a 6 that room has a Low Power Terminal in it. The GM determines its exact location in the room.

If the player(s) have a Trait or Talent that allows them to place Technology, roll randomly to determine the Power Levels of these.

Player Prep
Choose Mission Leader
: player(s) elect models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: Special (see Battlefiel above).

- Extraction Options: Interceptor Shuttle.

Arming Phase: there is no Arming Phase for this Mission

Deploy: according to the Mission special rules.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: If using the original Allotment rules, the GM gets 45 Allotment, modified by the DoomClock. Up to 9 models from this amount may be deployed at the start of the Mission (see Battlefield section above). All others are held in Adversarial Reserve and become available to draw from starting at the top of the second Battleround.

If using the CTV method of Allotment, the GM gets Allotment equal to 1.5x the player(s)' CTV, modified by the DoomClock. Up to 9 models from this amount may be deployed at the start of the Mission (see Battlefield section above). All others are held in Adversarial Reserve and become available to draw from starting at the top of the second Battleround.

Generic Forbidden Knowledge: There is no time for sightseeing, as we make our way hastily down dark pathways and crumbling structure.

Terminal Data for this mission
Any Terminal on the table provides snippets of encrypted data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve. Each is worth D6 Esteem with any Admech Faction except the Grand, who instead pay a flat 3 Esteem for each.

Inquisitor Zuchazuch
Move5" WS3+ BS3+ S3 T3 W5* A4 Ld9 Sv3+|5+ Skill3+ Cap07
Skills: Intimidate2, Command2, Forbidden Knowledge2, Psychic Sense2
Talents: Cohesion2, Cyborg, Integrated Refractor, Long Shot, Observant
Special Ability:
Psychic Abilities: Smite; ability to Deny the Witch within 18" (x1)
Load Out: Armor: Powered Armor 3+ Weapons: Inferno Pistol with 5 Melta Canisters*, Force Sword Wargear: Inquisitorial Rosette, Armor Patch (Total Weight: 04)

*The Inquisitor starts this Mission with the same number of Wounds and Ammo he ended last Mission with.

Wargear Descriptions
Inquisitorial Rosette
: this item allows the Inquisitor to automatically pass a single Skill test once per Mission. Doing so negates any Cover Save bonus the Inquisitor may otherwise be benefitting from until the start of the next Battleround.

Relics
Threshold / Cost / Capacity
/ Relic / Description
25 / 15 / 01 / Terminal Data Retriever / This is a small, hand held interface that sockets into any Imperial Terminal. It may be used once per Mission to allow a model to extract +1 Tidbit of information from a Terminal when using the "Let it Speak its Name to Me" use of the Tech Skill.

05 / 03 / 01 / Cyber Fragment / This is a minor piece of someone's Cyberlimb. The model carrying it may use it once per Mission to gain +1 Esteem when completing an Objective when all allied models can draw line of sight to them.


This message was edited 4 times. Last update was at 2021/12/30 18:16:19


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







Z5: Retrieve the Daemonhost: Exploration
Briefing

If player(s) decide to undertake this Mission, they must send at least 1 model with the ability to Deny the Witch. The Inquisitor demands no more than 5 Astartes be assigned to this task.

In service to Whom
This Mission serves the interests of Inquisitor Zuchazuch. As such, Deathwatch Models do not gain Renown for personally completing Objectives in this Mission.

"We are in deep, Brothers, and the Inquisitor has instructed us to retrieve an agent of value to him. This detestable wretch is bound inside a living host and it must be subdued before it can be captured."

Primary and Tertiary Objectives
Primary Objective:
Capture the Daemonhost: Roll 1D6 for each model that was assigned to this Mission and total the scores. Add +1 for each successful Subdue the Daemonhost roll as detailed below. If the score is 9 or more, this Objective is completed and all Deathwatch Astartes gain 9 Esteem with Inquisitor Zuchazuch. If this Objective is failed on the first try, the player who controls the Mission Leader may opt to extend the Mission Length by any multiple of D3 hours for each +1 to add to this total.

Tertiary Objectives:
Subdue The Daemonhost: Roll 2D6 for each model that was assigned to this Mission with the ability to Deny the Witch. For each roll of a 7+, player(s) may add +1 to the Capture the Daemonhost score as detailed above.

Retrieve Anything of Value: Roll 1D6 for each model that was assigned to this Mission and consult the Treasures section of the Tyrannis' introduction during the Debriefing Phase. Any model that rolls a 1, a 3, a 4, or a 5 on that table gains +D3 Esteem with Inquisitor Zuchazuch in addition to any other effects.

Mission Length
1D6 hours plus 1 hour Infiltration and 1 hour extraction. The Mission Leader's controlling player may opt to add multiple additional D3 hours of time to this Mission as detailed in the Capture the Daemonhost Objective above. 3+ hours.

Debriefing
-Record XP and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.
-Player(s) Spend or Bank XP


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Player Briefing
This Mission is in service to the Inquisitor. Players may send a single squad to undertake it.

Z6: Apprehend Duke Varis Acherossi: Factional Routine

"We have been tasked with assisting the Inquisitor with his arrest of the chief ranking Acherossi on board the Tyrannis. It is unlikely that this individual will come quietly or peacefully, but he must be captured intact."

In service to Whom: This Mission serves the interests of Inquisitor Zuchazuch. As such, Deathwatch Models do not gain Renown for personally completing Objectives in this Mission.

Known Adversaries
"We will likely be facing the full might of the Acherossi Household. Prepare to face fanatics and fighters loyal to the Duke above even their loyalty to the God-Emperor. We must treat these soldiers as heretics, for their misguided allegiance makes them nothing less."
The author suggests Elucidian Starstriders, Astra Militarum, and Chaos Cultists to represent the forces of House Acherossi.

Primary and Tertiary Objectives
Primary Objectives:

Capture Duke Varis: if the Duke is stunned, Pinned, or incapicitated by a grenade or other means and either the Inquisitor or a Deathwatch Astartes begins their Movement Phase - or Command Phase if using 9th edition - in base to base contact with him, that model may sacrifice its current Phase in order to bind or manacle Duke Varis. Binding and dragging the Duke imposes 04 Capacity worth of weight on the model doing so. Moving Duke Varis to the Extraction Point counts as completing this Objective. Engaging Duke Varis in the Fight Phase grants a model +1XP and +1 Renown in addition to normal gains for doing such.

Protect the Inquisitor: the Inquisitor must end the Mission with 1 or more Wounds in order for this Objective to be considered complete.

Tertiary Objectives:
Retrieve Anything of Use: GMs, make sure there are a few Treasure Chests on this Battlefield. Any model that gains a useful treasure, extracts data from a Keypad or Terminal, or leaves the battlefield with a Trophy (because of a Trait or Talent) gains +1 Esteem with Inquisitor Zuchazuch in addition to any other effects provided. 

Battlefield
The Battlefield should be a series of large rooms interconnected by grand staircases and/or short corridors. The author suggests a multi-level layout, but any configuration of terrain that suggests the ostentatious living quarters of a mighty Imperial Battle Cruiser will suffice.

Any Doors on the table count as Bulkhead Doors.

The player(s) sets up their forces first, according to their Deployment parameters. The GM may then deploy their Adversaries within 9" of the center of the terrain layout. The model representing Duke Varis should be as close to the center of the terrain layout as possible.

The player who controls the Mission Leader model and the GM should roll off to determine who takes the first Turn.

Extraction Time: 1 hour Insertion and 1 hour Extraction, plus 1 hour, if the Mission lasts 5 Battlerounds or less, or plus 2 hours if the Mission lasts 6 Battlerounds or more.

Technology on the Table
If the player(s) have a Trait or Talent that allows them to place Technology, roll randomly to determine the Power Levels of these.

Player Prep
Choose Mission Leader
: player(s) elect models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: Interceptor Shuttle

- Extraction OptionsInterceptor Shuttle

Arming Phase: player(s) arm their models for the task at hand. In addition to anything they choose to bring, any Deathwatch model may exchange their 2 Frag Grenades for 2 Blind Grenades for free. It is recommended that at least one model equips Manacles.

Deploy: according to the parameters determined by the Mission.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: If using the original Allotment rules, the GM gets 55 Allotment (not affected by the Doomclock). At least some of this must be spent on a Miniboss representing the Duke.

If using the CTV method of Allotment, the GM starts with Allotment equal to 2x the player(s)' CTV. The GM must purchase a Miniboss to represent the Duke.

Generic Forbidden Knowledge: The grandiosity of an Imperial vessel coupled with the ostentatious sense of pride any noble house should have makes the habitat quarters of this a vessel a marvel of incomprehensible decadence.

Terminal Data for this mission
If there are any Terminals on the table, they provide encrypted Data Snippets when interacted with. Record how many Data Snippets player(s) retrieve and for each, they gain  D6 Esteem with Inquisitor Zuchazuch

Special Rules
Adversarial Target Priority
: the guard of House Acherossi are most concerned with attacking the Inquisitor and destroying him. As such the Inquisitor does not benefit from the Look Out, Sir! Special Rules.

Duke Varis Acherossi
Move5" WS2+ BS3+ S3 T3 W5 A4 Ld9 Sv3+|5+ Skill4+ Cap06
Skills: Intimidate2
Talents: Cohesion3, Dangerous Fighter, Disarming Strike, Killing Blow, Mayhem, Melee Master, Parry, Sucker Punch
Special Ability: Call Reinforcements: at the start of every battleround roll a D6. On the roll of a 5+, the GM adds +3D6 to their Allotment pool which can only be spent on House Acherossi agents or wargear.
Load Out: Armor: Void Suit 3+ Weapons: Monofilament Rapier, Masterwork Laspistol Wargear: 5 laspistol reloads, Refractor Field (Total Weight: 03)

Wargear Descriptions
Monofilament Rapier
: this sword has the following profile: Strength as user, AP -2, Damage 1, and the Masterwork, Defensive, Balanced, and Sapping Qualities.
Refractor Field: this item provides the Duke with a 5+ Invulnerable Save.

Relics
Threshold / Cost / Capacity
/ Relic / Description
50 / 24 / 02 / Rod of Command / This is a Mastercrafted Power Maul that also grants the model equipped with it a once-per-Mission automatic success when using the Command, Inspire, or Intimidate Skill.

50 / 36 / 01 / Disruptor Crown / This glittering, bejeweled circlet can be clamped onto a warrior's head or even over their helmet. When using Command or inspire, this model adds +2" to the range of any ability they use for these Skills. Additionally, the model equipped with this item gains a 4+ Invulnerable Save that continues to work until the model fails its first Invulnerable Save. Lastly, this item may be used once per Mission as a Ranged Weapon with the following profile: Range 9", Pistol D6, Strength 3, AP -1, D1, does not need to roll to hit.


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
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The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
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Player Briefing
This Mission is in service to the Rogue Trader. Players may send any number of squads to undertake it.

HA1: Rebuke the Tide: Factional Routine

"Given the opportunity, this vessel's heretofore hidden genestealer infestation has taken it upon themselves to stream forth from the depths. If we press forward now, we can slaughter them as they come. Let us join the bark of our bolters with the Acherossi guns and lay waste to this onslaught before their waves become a flood that drowns us all."

In service to Whom: This Mission serves the interests of House Acherossi. As such, Deathwatch Models do not gain Renown for personally completing Objectives in this Mission.

Known Adversaries
"This wreck is teeming with ship dead and gene-cultists pouring from the walls like rats. They sense the ship's doom and their liberation hand in hand. So let us deliver unto them the embrace of death."
The author suggests ship dead and genestealer cult in keeping with this vessel's theme.

Primary and Tertiary Objectives
Primary Objectives:

Kill Them All: although not an endless tide, the number of genestealers, hybrids, acolytes, and aberrants pouring forth from the depths of the Tyrannis may yet seem innumerable. For every number of Adversaries removed as casualties equal to the combined CTV of all squads deployed on this Mission, all Deathwatch models deployed on this Mission gain +D3 Renown and +D3 XP.

If your group is not using CTV, this Objective is achieved for every number of Adversary models equal to the total number of Deathwatch model deployed on this Mission times 5.

Execute the Big Ones: GMs, you must spend at least 1/4 of your Allotment on Minibosses and/or Boss Monsters. Any Deathwatch model that removes the last Wound from a Miniboss or Boss Monster gains +D3 Esteem with House Acherossi, in addition to any other gains for doing so.

Tertiary Objectives:
Kill Count: for every 10 Adversary models removed as casualties this Mission, each Deathwatch Astartes deployed gains +1 Esteem with House Acherossi. If at least 30 Adversary models are removed as casualties, the Mission Leader also gains an additional +1XP.

Retrieve Anything of Use: GMs, make sure there are a few Treasure Chests on this Battlefield. Any model that gains a useful treasure, extracts data from a Keypad or Terminal, or leaves the battlefield with a Trophy (because of a Trait or Talent) gains +1 Esteem with House Acherossi in addition to any other effects provided.

Extract: it is up to the player who controls the Mission Leader model when to leave, but doing so with half or more of the Wounds that all the Deathwatch models began the Mission with, earns the Mission Leader +D3 XP and +1 Renown. If 8 Deathwatch models begin the Mission with 3 Wounds each - a total of 24 - and then extract with 12 or more Wounds in any combination between them, this Objective can be considered complete.

Battlefield
On one side of the table should be a large open room, roughly the width of the table and up to 18" deep. This is considered the player(s)' table edge. The rest of the table should be covered by straight corridors and a series of rooms, all of which lead to this large room.

The GM and player(s) then alternate placing D3+2 Turrets - each armed with a single STC Heavy Bolter - anywhere within the large room, no more than 9" from any table edge. These are unmanned, Pintle Mounted weapons that may be operated by any model that moves into Cohesion Range of them. Alternatively, these weapons can be destroyed - to keep them from falling into enemy hands. Turrets have 4 Wounds, are Toughness 5, and have a 3+ Armor Save. They are equipped with 2 Auxilliary Ammo Feeds (75 shots) each. These Pintle Mount Turrets may be reloaded in the same way as a Heavy Weapon. They cannot be Moved, but have a 360 degree arc of fire.

GM and player(s) then alternate placing up to D3+3 Entry Points anywhere in the terrain layout that is at least 9" away from the edge of the large room. Adversarial Reserves may take their first Movement Phase from one of these Entry Points as long as there are no player-controlled Astartes within 4" of it when they do.

The player(s) sets up their forces first, according to the Mission parameters. The GM may then deploy their Adversaries within 3" of any Entry Point.

The player who controls the Mission Leader model and the GM should roll off to determine who takes the first Turn.

Extraction Time: 1 hour Insertion and 1 hour Extraction, plus 1 hour, if the Mission lasts 5 Battlerounds or less, or plus 2 hours if the Mission lasts 6-11 Battlerounds, or plus D3+1 hours if the Mission lasts 12 Battlerounds or more.

Technology on the Table
If the player(s) have a Trait or Talent that allows them to place Technology, roll randomly to determine the Power Levels of these.

Player Prep
Choose Mission Leader
: player(s) elect/select models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: Boarding Pod.

- Extraction Options: any 1 for which the Mission Leader qualifies

Arming Phase: player(s) arm their models for the task at hand. Any model may equip 1 or more STC Heavy Bolter Auxilliary Ammo Feed for 2 Renown and weighing 01 Capacity each.

Deploy: according to the parameters of the Mission.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: If using the original Allotment rules, the GM gets 30 Allotment to start (not affected by the Doomclock). At the start of every Battleround, the GM gains an additional D6 Allotment per deployed Deathwatch Astartes. These may be spent immediately or added to the GM's ongoing Adversarial Reserves. All Adversarial Reserves become available to draw from starting on Battleround 2 and take their first Movement Phase from any Entry Point that is at least 4" from any Deathwatch model.

If using the CTV method of Allotment, the GM starts with Allotment equal to the player(s)' CTV. At the top of each Battleround, the GM gains an additional D6 Allotment per deployed Deathwatch Astartes. These may be spent immediately or added to the GM's ongoing Adversarial Reserves. All Adversarial Reserves become available to draw from starting on Battleround 2 and take their first Movement Phase from any Entry Point that is at least 4" from any Deathwatch model.

Generic Forbidden Knowledge: The very superstructure of the hulk shudders with the stampede of alien feet. They are coming for us, Brothers, let us make ready to meet them with fire and death.

Terminal Data for this mission
Any Terminal on the table provides snippets of encrypted data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, they gain D3 Esteem with House Acherossi.

Relics
Threshold / Cost / Capacity
/ Relic / Description
20 / 01 / 00 / Tactical Readout / This item plugs directly into a marine's powered, artificer, or terminator armor. It grants the model equipped with it a +1 XP bonus during the Debriefing Phase after any Mission featuring any Adversary with the <Tyranid> or <Genestealer Cult> keyword.

20 / 20 / 00 / Blessed Ironsight / When combined with any Ranged Weapon, this item grants +1 to the first Shot of every Shooting Phase.

This message was edited 5 times. Last update was at 2021/09/30 21:05:54


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







HA2: Rescue Household Crew: Exploration
Briefing

If player(s) decide to undertake this Mission, they may send either 1 Squad or any individual models from any Squad up to 10.

In service to Whom
This Mission serves the interests of House Acherossi. As such, Deathwatch Models do not gain Renown for personally completing Objectives in this Mission.

"Household and other crew are still trapped on the lower decks of the wreck, my Brothers. We have been asked to locate them and bring them to the relative safety of the upper decks. May the Emperor guide you to these lost souls."

Primary and Tertiary Objectives
Primary Objective:
Rescue Household Crew: Roll a D6 for each model that was assigned to this Mission. On any roll of a 5+, that model rescues D3 House Acherossi crew. For each crew member of this category rescued, the squad gains +1 Esteem with House Acherossi. Models that roll a 2-4 should consult the Rescue Unassociated Crew Objective below.

Tertiary Objective:
Rescue Unassociated Crew: any model that rolls a 2, 3, or 4 on the D6 for the previous Objective rescues D3 Unassociated Crew. For every 5 crew members of this category rescued, the squad gains +1 Esteem with House Acherossi.

Retrieve Anything of House Acherossi: Roll 1D6 for each model that was assigned to this Mission and consult the Treasures section of the Tyrannis' introduction during the Debriefing Phase. Any model that rolls a 1, a 3, a 4, or a 5 on the Tyrannis' Treasures table gains +D3 Esteem with House Acherossi in addition to that roll's effect.

Mission Length
1D6 hours plus 1 hour Infiltration and 1 hour extraction. The Mission Leader's controlling player may opt to add an additional D3 hours of time to this Mission. If they do so, each model deployed on this Mission rolls twice to Rescue Crew. 3-11 hours.

Debriefing
-Record XP and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.
-Player(s) Spend or Bank XP



HA3: Recover Household Artifacts: Exploration
Briefing

If player(s) decide to undertake this Mission, they may send either 1 Squad or any individual models from any Squad up to 10.

In service to Whom
This Mission serves the interests of House Acherossi. As such, Deathwatch Models do not gain Renown for personally completing Objectives in this Mission.

"Artifacts and precious heirlooms of the House of Acherossi lay deep within the holds of the Tyrannis wreck. Many of these are irreplaceable relics of the Imperium itself. Let us go where others cannot and bring these lost objects back into the Emperor's light."

Primary and Tertiary Objectives
Primary Objective:
Retrieve Priceless Artifacts: Roll a D6 for each model that was assigned to this Mission. On any roll of a 5+, that model recovers an Artifact of House Acherossi crew. For each Artifact so recovered, the squad gains +D3 Esteem with House Acherossi. Models that roll a 2-4 should consult the Recover Household Art Objective below.

Tertiary Objective:
Recover Household Art: any model that rolls a 2, 3, or 4 on the D6 for the previous Objective instead recovers D3 Objects of Household Art. For every 3 items so recovered, the squad gains +1 Esteem with House Acherossi.

Retrieve Anything of House Acherossi: Roll 1D6 for each model that was assigned to this Mission and consult the Treasures section of the Tyrannis' introduction during the Debriefing Phase, as normal. Any model that rolls a 1, a 3, a 4, or a 5 on the Tyrannis' Treasures table gains +D3 Esteem with House Acherossi in addition to that roll's effect.

Mission Length
1D6 hours plus 1 hour Infiltration and 1 hour extraction. The Mission Leader's controlling player may opt to add an additional D3 hours of time to this Mission. If they do so, each model deployed on this Mission rolls twice to Retrieve Household Artifacts. 3-11 hours.

Debriefing
-Record XP and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.
-Player(s) Spend or Bank XP

This message was edited 1 time. Last update was at 2021/09/30 23:47:00


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Ragin' Ork Dreadnought







Player Briefing
This Mission is in service to the Rogue Trader House. Players may send any number of squads to undertake it.

HA4: Secure the Navigator's Personal Effects: Factional Routine

"While the Inquisitor has already summarily executed the Rogue Trader's Navigator, he left behind numerous artifacts of personal import to the House of Oolek - the Navigator House to which Acherossi is linked. We have been tasked to retrieve these objects."

In service to Whom: This Mission serves the interests of House Acherossi. As such, Deathwatch Models do not gain Renown for personally completing Objectives in this Mission.

Known Adversaries
"This wreck is teeming with ship dead and gene-cultists pouring from the walls like rats. They sense the ship's doom and their liberation hand in hand. However, we are likely to encounter as many of those as agents of the corrupted Inquisitor. Therefore, be ready for anything, my Brothers."
The author suggests ship dead and genestealer cult in keeping with this vessel's theme, and Agents of the Inquisitor in keeping with the theme of the Mission.

Primary and Tertiary Objectives
Primary Objectives:

Retrieve the Navigator's Artifacts: On the Battlefield there will be 4 Artifact Objective Markers. If an Astartes moves into Cohesion Range of one of these, their controlling player may sacrifice a Phase (Movement or Shooting) - or, if using 9th edition, may perform an Action - to secure a 01 Capacity Artifact, thereafter carrying the Artifact until removed as a casualty (and dropping it on the spot) or reaching the Extraction Zone. Each Artifact recovered is worth 2 cumulative Esteem to each Astartes deployed on this Mission with House Acherossi.

If one is recovered, all deployed Astartes gain 2 Esteem. If two are recovered, all deployed Astartes gain 6 Esteem (2 for the first and 4 for the second). If three are recovered, all deployed Astartes gain 14 Esteem (2 for the first, 4 for the second, and 8 for the third), and if all four are recovered, all deployed Astartes gain 30 Esteem (2 for the first, 4 for the second, 8 for the third, and 16 for the fourth).

Extract: every Deathwatch Astartes that exits the Battlefield via the Extraction Zone gains an additional +1XP. If they are in possession of one of the Artifacts when they do so, they also gain +1 Renown.

Tertiary Objectives:
Eliminate the Corrupted Inquisitor's Agents: for every Inquisitorial Agent model removed as a casualty this Mission, each Deathwatch Astartes deployed gains +1 Esteem with House Acherossi. If at least 1 such Agent is removed, the Mission Leader also gains an additional +1 Renown.

Retrieve Anything of Use: GMs, make sure there are a few Treasure Chests on this Battlefield. Any model that gains a useful treasure, extracts data from a Keypad or Terminal, or leaves the battlefield with a Trophy (because of a Trait or Talent) gains +1 Esteem with House Acherossi in addition to any other effects provided.

Battlefield
The Battlefield should be a series of large rooms interconnected by grand staircases and/or short corridors. The author suggests a multi-level layout, but any configuration of terrain that suggests the command bridge of a mighty Imperial Battle Cruiser will suffice.

In the middle of the largest room, the GM should place Objective Markers to represent the 4 Navigator's Personal Artifacts. Each of these must be at least 6" from any other Marker and must be at least 18" away from the Deathwatch deployment zone.

Any Doors on the table count as Bulkhead Doors.

GM and player(s) may then alternate placing up to 2D3 Entry Points anywhere in the terrain layout that is at least 3" away from any other Entry Point and at least 6" away from the Deathwatch deployment zone. Adversarial Reserves may take their first Movement Phase from one of these Entry Points as long as there are no player-controlled Astartes within 4" of it or from any table edge as long as there are no player-controlled Astartes within 9" of the point where they end their Movement.

The player(s) sets up their forces first, according to their Deployment parameters. The GM may then deploy their Adversaries within 6" of any board edge that is also at least 18" away from any player-controlled model.

The player who controls the Mission Leader model and the GM should roll off to determine who takes the first Turn.

Extraction Time: 1 hour Insertion and 1 hour Extraction, plus 1 hour, if the Mission lasts 5 Battlerounds or less, or plus 2 hours if the Mission lasts 6 Battlerounds or more.

Technology on the Table
Player(s) and GM should alternate placing up to D3+1 Keypads anywhere in the terrain layout. These Keypads each unlock a Secret Compartment in the terrain feature closest to them. Treat these Compartments as Treasure Chests where the searching model may modify their dice roll by +/-1.

If the player(s) have a Trait or Talent that allows them to place Technology, roll randomly to determine the Power Levels of these.

Player Prep
Choose Mission Leader
: player(s) elect/select models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: any 1 for which the Mission Leader qualifies.

- Extraction Options: any 1 for which the Mission Leader qualifies

Arming Phase: player(s) arm their models for the task at hand.

Deploy: according to the parameters selected by the Mission Leader.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: three waves of Allotment. If using the original Allotment rules, the GM gets 20 Allotment to start (not affected by the Doomclock), a second wave of 15 Allotment that may only be spent on Agents of Inquisitor Zuchazuch and/or Factional Gear for them, and a third wave of 35 Allotment. The second wave is held in Adversarial Reserves and becomes available to draw from starting on Battleround 2. The third wave is also held in Adversarial Reserves and becomes available to draw from starting on Battleround 3.

If using the CTV method of Allotment, the GM starts with Allotment equal to 2/3 the player(s)' CTV (rounding up). At the top of Battleround 2 the GM gets reinforcements equal to half the player(s)' CTV (rounding up) and at the top of Battleround 3, the GM gets another wave of reinforcements equal to the player(s)' total CTV+5. Battleround 2's reinforcements can only be spent on Agents of Inquisitor Zuchazuch and/or their Factional Gear.

Generic Forbidden Knowledge: The Command Bridge is bedecked with Honorifics and Trophies earned by this great House. It looks the part of an Imperial Vessel, worthy of adoration and pride.

Terminal Data for this mission
Any Terminal on the table provides snippets of encrypted data for every tidbit a model extracts. Record how many Data Snippets player(s) retrieve and for each, they gain D6 Esteem with House Acherossi.

Relics
Threshold / Cost / Capacity
/ Relic / Description
35 / 08 / 01 / Household Emblem / This may be a pendant or a small ornament. It grants the model carrying it a once-per-Mission +1 bonus to any one Skill test.

35 / 10 / 01 / Cogitation Key / This esoteric device grants the model carrying it a once-per-Mission +2 bonus to a Tech Skill test.





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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
 
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