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100 missions for Only War


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#21 Lightbringer

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Posted 22 April 2012 - 11:30 PM

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

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

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



#22 Radwraith

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Posted 23 April 2012 - 09:33 PM

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

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

  



#23 The Vegan 8th

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Posted 24 April 2012 - 02:29 AM

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

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



#24 The Vegan 8th

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Posted 25 April 2012 - 03:54 AM

75:  The Press Gang

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

76: Pathfinders

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



#25 Lightbringer

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Posted 25 April 2012 - 11:40 PM

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

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

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

  



#26 Braddoc

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Posted 26 April 2012 - 01:27 AM

80 Terra is for Heroes.

Stretched thin on an ever expanding front, your squad have been put on guard duty rather close form the enemy lines.  fortunately, commissar X arrives with a few soldiers, remnants of another company, to bolster your numbers by a few heads.  One of them is a grizzled trooper, which judging form the chatter the commissar is giving him, half warning half praise, the man is a recently demoted sergeant.  during the ngiht an enemy patrol hit your position, killing a few wbefore returning back.  You ready yourself for the obvious attack on your weak psosition, when the grizzled trooper advance an idea.  if you would launch a patrol, as a larger force would, you may well halt the attack if they realise they are facing greater numbers.  Of course, that woudl mean elaving your posts to save the front.



#27 Face Eater

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Posted 27 April 2012 - 12:10 PM

81 The Bunker

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

 

82 The Patrol

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

 

83 Dads Army

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

 

84 The Termite

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

 

85 The link up

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



#28 TorogTarkdacil812

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Posted 29 April 2012 - 02:59 AM

86 The Great Escape

After unsuccesful planetary invasion PC Squad made of survivors from several decimated regiments is taken prisoner by Tau occupation forces. Internated in a camp made from former Imperial Bastion, they have to survive harsh regime, suspicous "medical" tests performed by Tau Earth Caste, abuse from hated human collaborators and mysterious disapperances from both prisoners and  Gue' vesa. What for? Second landing is imminent and there is dark secret Imperial Command must get if it dont want to lead their forces to a disaster… it is time for escape.

87 …you are so much frakked

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


There is nothing as good as seeing rebel scum running out of a cave full of gas, right into the blasters of your battalion-–well, except sunrises, but for those you have to get up early.


#29 Face Eater

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Posted 30 April 2012 - 12:00 AM

88 Counter-attack

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

89 The Long March

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



#30 Guest_Not In Sample_*

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Posted 30 April 2012 - 06:03 PM

90 Not So Quiet

Caught in a debilitating gas attack, the characters are sent to a military hospital in a massive and ancient converted mansion to recuperate. But something stalks the wards, sacrificing the wounded and dying to its dark masters. Can the PCs, bedridden and practically disabled by their encounter with the gas, survive and end its reign of terror?



#31 Hehateme

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Posted 30 April 2012 - 08:17 PM

91. What Makes a Man Turn Neutral? A Chaos invasion fleet is en route to an Imperial Shrine World to massacre its population and desecrate its holy sites. Though there is an Imperial Guard regiment on site, the world has no PDF due to a curious pacifist cult that has taken over as the main religion on the planet. The cult teaches that everything that happens is the God-Emperor's will, so there is no need to fight or struggle. The Emperor protects, after all, and what will be, will be. The PCs are sent to the shrine world with orders to get the local population riled up and ready to fight, and to train a militia to resist the forces of Chaos until an Imperial relief fleet can arrive.

The training effort gets off to a bad start, as training accidents and all manner of unseemly misfortunes plague the PCs and the trainees. In addition, insubordination is rife due to the pacifist teachings of the world. The typical Comissar tactic of shooting insubordinate people won't work here, as the Guard doesn't want to create any embarassing incidents on such a holy world. In addition to the problems the PCs face in training pacifists to go to war, they must contend with the mysterious force that seems to want their mission to fail. Are their adversaries simply a group of misguided peaceniks, or something more sinister, like Chaos sleeper agents?



#32 Zakalwe

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Posted 30 April 2012 - 10:05 PM

92.  GRUESOME GARRISON:  Your unit has been sent to reinforce the neverending citadel Gormenguard.  Although it is under constant attack from the enemy morale seems to be suspiciously high despite the utterly dreary surroundings, the labyrinthine citadel, and the inbred local nobles with overly morbid outlooks.  In fact morale is so high you are offered many invitations to dine and spend time with other units, units that have as yet unwitnessed reputations as unstoppable close quarters fighters and there is something about them that just makes you all feel so welcome.  Amid the weirdness you wonder if maybe the place is cursed, or haunted, but maybe the explanation is much simpler: like a Genestealer infestation amongst the troops.

 



#33 Lightbringer

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Posted 30 April 2012 - 11:53 PM

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



#34 Face Eater

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Posted 01 May 2012 - 03:02 AM

94 Tunnel Rats

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



#35 Kasatka

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Posted 02 May 2012 - 02:58 AM

95. Smoke on the water

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

96. Twisted transistor

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

97. Carry on my wayward sons

The players are the sole surviving members of their regiment disaster strikes the warzone they were station in - archenemy frigates managed to breach the systems defensive perimeter and launch atomics at the surface of the planets the Imperial Guard had been fighting to reclaim from Chaos!

Without any command or support to rely on, armed with only what they carry and with a single chimera half out of promethium - can the players make their way out of the fallout zone and to the safety of a starport on the other side of the continent where, hopefully, a heavy lifter or shuttle may still be stationed?

98. Highway to the danger zone

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

99. Freebird

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

 

100! Plug in baby

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


Only the insane have strength enough to prosper.

Only those that prosper may truly judge what is sane.


#36 Lightbringer

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Posted 02 May 2012 - 11:11 PM

Nice work, guys! Does anyone who has contributed have a problem with me collating this into one single list and then sending it to DarkReign? It seems to me that this could be a fun resource for when the game is released, and this sort of thing tends to disappear into the depths of the forums after a while.

I'd credit everyone who's contributed. (This assumes DarkReign would be interested, of course!) If anyone has a problem with that, let me know. If I don't hear anything within a couple of days, I'll crack on and try to collate the list into a single document over this weekend.



#37 Zakalwe

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Posted 02 May 2012 - 11:55 PM

Huzzah to that!  No objections here.  So many great ideas, this has most certainly been fun.  Thanks for the idea Lightbringer, and thanks for the fun everyone else.

I was even thinking of suggesting a vote to select the favourites some time back but there are probably too many to choose from.

Interrogator Z



#38 Braddoc

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Posted 03 May 2012 - 01:47 AM

I have no objection; might as well list the names of those who contributed on the file to remove all chance of foul-play I'd say.



#39 Kasatka

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Posted 03 May 2012 - 03:01 AM

 I wholeheartedly endorse this course of action, assuming a list of contributors is attached.

If people wish to expand the list i don't mind coming up with more (it was no trouble at all).


Only the insane have strength enough to prosper.

Only those that prosper may truly judge what is sane.


#40 Face Eater

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Posted 03 May 2012 - 07:29 AM

Yeah I've got no problems, I think there's a lot of good ideas in there.






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