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Lightbringer

100 missions for Only War

49 posts in this topic

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.

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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.

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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…

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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.

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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?

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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?

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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.

 

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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?    

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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.

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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?

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Nice work, guys! happy.gifDoes 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.

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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

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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.

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 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).

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Go for it.

If you do all the work collecting and reposting, then I have to do less work copying and pasting a bunch of different posts.  gran_risa.gif

 

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No worries at all, Light. I don't consider stuff I say on the Boards to be my "property" per se, most of what I say is rubbish anyway, lol.

But, I think it would be totally cool to be credited on DarkReign, assuming we make it onto that site. This was a fun topic for me to post on, and I'd like to say that every contributor here had some brilliant ideas and alot of positivity, with none of the bitching and whining that we see on other threads. I'm going to steal alot of these ideas later in the year when I start my OW campaign :)

Cheers all, well done!

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 I like how Dark Reign content creators are considered to almost be celebrities within our community, and so there's some prestige associated with getting hosted on there!

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Lightbringer said:

Nice work, guys! happy.gifDoes 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.

Please do. :)

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