A co-operative campaign for 2-4 players and Game Master by Berimud
The entire Campaign is separated into several large segments, each of them consists of warzone landing and several missions in the same warzone, typical number is five missions per segment. The most comfortable way of play is running 2 segments, then taking a break. After completing a segment, players' efficiency is calculated, depending on their progress on completing mission goals.
Short roleplay events will be played between segments in a form of text game with campaign-wide consequences, similar to what could be seen in Rogue Trader CRPG.
Secret and side missions are secondary objectives inside the Scenario, which allow players to gain additional experience and wargear. Unlike side missions, goals of secret ones are not available publicly, and players should think for themselves how to complete them.
All segments are tagged, the tags should indicate what the players should do in the current segment. Some of the tags:
The Carthagenica system lies on the fringes of the Imperium Sanctus, in the Ultima Segmentum, close to the Great Rift and the Maelstorm. Due to its proximity to warp storms, the system is now dangerously vulnerable to the forces of the Archenemy. Carthagenica comprises five planets orbiting the G-type star Carthagenica: Rhodos (now consumed by the warp), Gippon, Tingis Majoris, Carthagenica Primus, and Tingis Minoris.
Rhodos is a quasi-planet engulfed by electromagnetic, desert and warp storms, a former major shipping yard rich in minerals and manpower. Rhodes has always been plagued by misfortune and now, with the opening of the Rift, the planetoid has once again emerged from the warp, but was quickly reabsorbed. Now its orbit is a quarantine zone, surrounded by several ships of the Imperial fleet.
Tags: Blocked
Gippon is a colony planet, an agrarian world where prisoners used to work. Moderate climate, a huge amount of arable land and fresh water. There is a legend among the prisoners of the nearby systems that everyone who gets to the planet will sooner or later be sent to be fertilized. The political state of Gippon is unstable and the actions of the religious governor only worsen the situation in the colony.
Now, with the impending threat from the fleet of the archenemy, the state of Gippon is especially acute.
Tags: Rebellion, Investigation
Tingis Majoris is a rocky fortress world with an aggressive climate. Even without war, Tingis kills its inhabitants every year, tearing off their skin with freezing winds, grinding bones into dust.
Tags: Blocked
Carthagenica Primus is the capital world of the system, a shrine world of the Space Marine Chapter, the Iron Choir, the Dark Angels offspring, many hab-hives, and the seat of the Eclisiarchy apparatus. Carthagenica Primus maintains a tight grip on the system with its law enforcement apparatus, while preparing a punitive corps led by priests for Gippon.
Due to growing unrest in the system, the Council of the Most Holy has requested assistance from the Inquisition to deal with the hidden threats on their world.
Tags: Investigation
SELECTED
Tingis Minoris is an artificial body, a forge, occupying the place of the first planet in the system. It is a creation of the children of Mars, left unattended by the priests. The Exploration fleet used Tingis Minoris to supply the system with necessary equipment, but then the fleet settled on other colonies, leaving the station to drift. A group of ten priests periodically contacts Carthagenica, asking to use the astropathic choir to communicate with the other forges. The research station is currently closed for quarantine.
Due to the inaction of the Red Priesthood, the Inquisition will have to decide the fate of the station on its own, without waiting for sanctions.
Tags: Unknown
D10 | Effect |
1 | Emperor's Light: Friendly operative with least Wounds stat gains +1 APL for his next activation. |
2 | Enemy Reinforcements: Randomly select 2DV of enemy operatives for deployment at random killzone edge. |
3 | Lucky Opportunity: One friendly operative can immediately perform a free Shoot, Fight or Mission action. |
4 | Tactical Superiority: Players gain 1CP |
5 | Power Limitations: Whenever an operative performs the Shoot action, only targets within 10" of it are valid. |
6 | Weapon Jam: Whenever a friendly operative performs the Shoot action, its attack dice contain two or more unmodified results of 1, the weapon is jammed - that operative cannot use this weapon until its next activation. |
7 | Oppressive Silence: No effect. |
8 | Breach: One enemy operative activates before the start of the Firefight phase. |
9 | Enemy reinforcements: Randomly select 4DV of enemy operatives for deployment at random killzone edge. |
10 | Standartized overloads: Whenever a friendly operative performs Mission action, roll a D6. On of 1, inflict D3 damage to that operative. |
D20 | Effect |
1 | Frag grenade |
2 | Hot-shot capacitor pack |
3 | Krak grenade |
4 | Mine: Roll a D6, on a roll of 4+, inflict D3 damage separately to all operatives within 2" of the object. |
5 | Smoke grenade |
6 | Incendiary grenade |
7 | Nothing |
8 | D3 Galvanic rifles or Radium carabines |
9 | Arc maul |
10 | Roll Event Table again twice, apply both results |
11 | D3 Phosphor Blast Pistols |
12 | Rebreather |
13 | Nothing |
14 | Medkit |
15 | Wire trap: Roll a D6, on a roll of 4+, inflict D3 damage separately to all operatives within 2" of the object. Roll Event Table again then. |
16 | Old notes: Operative gains a note from your narrative script, 1XP. |
17 | D3 Stimms |
18 | Info slate: Operative gains 1XP. |
19 | Auspex |
20 | Item of rare equipment (complete the Scenario, then roll randomly which one) |
Upon a distress call from Ordos Carthagenica, your Inquisitor ordered you to investigate the Mechanicus station at Tignis Minoris planetoid. The station does not respond for certain period. When Acolytes orbit the planetoid, they've found that all dockyards are sealed. The decision was to infiltrate the station via boarding torpedo and open the dockyards from inside.
Players can perform the Interact action with consoles located in the killzone. Each time players do so, roll a D6. On a 4+, the console is Hacked. After each unsuccessful Hack action, next Hack action with the same console will be easier by 1 dice value.
Hatchways connected to Airlocked area are permanently closed. Area behind that doors is inaccessible.
A SERVOTHRALLS kill team.
Although the airlock is open, dockyard gate is not functioning. The Acolytes have to enter the dockyard and open their gate manually via turnin on the dockyard crucial subsystems on control consoles.
Skip the Select Wargear And Followers step for the players that participated in Mission 1 - they start with equip and wargear that they had at the end of that scenario.
Players can perform the Interact action with consoles located in the killzone. On a 5+, the console is activated. Each console can be activated once. On a roll of 1, airlock opens immediately - at the start of next turning point, all ACOLYTE operatives without space suit, power armour or rebreather, that are not MACHINE, are incapacitated.
When all the consoles are activated, Scenario ends.
Unknown (we did not complete that objective)
A SECUTARII kill team.
Reinforcements may include SECUTARII or SERVOTHRALL operatives.
After a short break, Acolytes were dispatched to investigate the datacenter which is the core of the Mechanicus station, your goal is to download the area map to the servoskull provided by your Inquisitor.
In this scenario, players can control the INQUISITION SERVO-SKULL (use datacard from Acolyte Operatives) operative in addition to any other operatives they have selected for this scenario. That SERVO-SKULL operative always has the Conceal order and can either be an operative with separate activation, or be a marker carried by any friendly operative. The selection between marker mode and operative mode can be made when either SERVO-SKULL or the operative which is carriying it is activated.
This scenario ends in a victory if the INQUISITION SERVO-SKULL or the operative carrying it has successfully retreived data from the console. This scenario ends in a defeat if the INQUISITION SERVO-SKULL is incapacitated.
Retreive data from the console (E1-E2).
Retreive data from enemy leader (interact with DOMINUS ARCHMIND corpse, 3+).
A DOMINUS ARCHMIND RETINUE kill team.
The data you have retreived should be passed to the pilots hand-to-hand. They have your coordinates from the local area network, evac group is inbound, you have to wait for them.
The following event has effect during this scenario:
Lights Out: whenever an operative is performing the Shoot action, only targets within 6" of it are valid.
This effect can be undone if 2 Light Control consoles (C4) are activated.
This scenario has 2 killzone levels. At the start of the scenario, transition areas (blue) are closed. When both Door Control consoles (C2) are activated, the transition areas are open - the operatives can move between killzone levels while performing action in which they move, moving through the transition area. If they do so, they must subtract 2" from their total movement.
Survive for 7 turning points.
Retreive the battle automata chip (interact with VORAX BATTLE AUTOMATA corpse, 3+).
A VORAX BATTLE AUTOMATA kill team.
Thanks to your actions, the problem with Tingis Minoris has been resolved. The Inquisitor has obtained the necessary data, which allowed him to influence the members of the Mechanicum in the sector, so that they would turn a blind eye to what happened. However, at the moment, the situation has worsened in other segments of the sector: Hippona and Carthagenic Primus. Tingis Majoris still refuses the help of the Inquisition, having prepared a full-scale force to repel the attack, as well as reinforcing space stations. Planetary artillery is ready to take the fight, and it is only a matter of time before Lord Militant Rokirrim will be able to roam in full
- Report: Fabier de Graschal, senior interrogator of Lord-Inquisitor, Ordo Hereticus
Rhodos is a quasi-planet engulfed by electromagnetic, desert and warp storms, a former major shipping yard rich in minerals and manpower. Rhodes has always been plagued by misfortune and now, with the opening of the Rift, the planetoid has once again emerged from the warp, but was quickly reabsorbed. Now its orbit is a quarantine zone, surrounded by several ships of the Imperial fleet.
Tags: Blocked
SELECTED
Gippon is a colony planet, an agrarian world where prisoners used to work. Moderate climate, a huge amount of arable land and fresh water. Unrest has already begun among the prisoners and, having obtained weapons, skirmishes with the planet's PDF began. The situation is under control, but the actions of the governor can aggravate the situation.
Tags: Rebellion, Priority target, Elimination
Tingis Majoris is a rocky fortress world with an aggressive climate. Even without war, Tingis kills its inhabitants every year, tearing off their skin with freezing winds, grinding bones into dust. The inhabitants of the fortress are preparing for a brutal war.
Tags: Blocked
Carthagenica Primus is the capital world of the system, a shrine world of the Space Marine Chapter, the Iron Choir, the Dark Angels offspring, many hab-hives, and the seat of the Eclisiarchy apparatus. Carthagenica Primus maintains a tight grip on the system with its law enforcement apparatus, while preparing a punitive corps led by priests for Gippon.
Left without several large units, the world is currently at a crossroads and stands on the brink of schism, which could lead to fratricidal war.
Tags: Investigation
Tingis Minoris is an artificial body, a forge, occupying the place of the first planet in the system. It is a creation of the children of Mars, left unattended by the priests. The Exploration fleet used Tingis Minoris to supply the system with necessary equipment, but then the fleet settled on other colonies, leaving the station to drift, and the station was destroyed by the gravity of the star.
Tags: Blocked, Destroyed
Following custom terrain features are used to represent an agricultural world:
Water pump walls are Heavy and Obscuring. Its roof is Vantage. Fence on the roof is Insignificant.
Grox corpses are Light and Obstructing.
While an operative is wholly within Field, ranged attacks against that operative have -1 Hit modifier, unless the attacker is within 6" of that operative.
While an operative is wholly within Bush, ranged attacks against that operative have -1 Hit modifier, unless the attacker is within 3" of that operative. An operative, that is wholly within Bush, can re-roll one Defense roll of 1.
D10 | Effect |
1 | Emperor's Light: Friendly operative with least Wounds stat gains +1 APL for his next activation. |
2 | Enemy Reinforcements: Randomly select 2DV of enemy operatives for deployment at random killzone edge. |
3 | ? |
4 | Tactical Superiority: Players gain 1CP |
5 | ? |
6 | Weapon Jam: Whenever a friendly operative performs the Shoot action, its attack dice contain two or more unmodified results of 1, the weapon is jammed - that operative cannot use this weapon until its next activation. |
7 | Oppressive Silence: No effect. |
8 | ? |
9 | Enemy reinforcements: Randomly select 4DV of enemy operatives for deployment at random killzone edge. |
10 | Lucky Opportunity: One friendly operative can immediately perform a free Shoot, Fight or Mission action. |