SM Mission for any interested GM's

By craigpearson81, in Dark Heresy Gamemasters

This is a mission I wrote and GM'ered a few weeks ago. It was never written in full and I adlibed alot, but posted it on here for anyone to use/adapt as they see fit. It is a mission designed for use with Space Marines really.

Basically the SM's are sent to retrieve an item from a colony that has lost contact. The colony has effectly been corrupted by the item and turned to Chaos, killing the IG garrison. The twist in the story was that I (as GM) controlled Brother Victun, who was secretly an Alpha Legion sent to inlitrate a group of Salamanders, land on the planet, find the item and steal it at the end. There are several hints through the story that I was playing an Alpha Legion (pale skin, the vision for the SM sergeant, and the Eldar warning). As suspected the players thought the Eldar were hostile and engaged them. If anyone has any questions, just ask.

Apologies for the length.

Briefing

Name: Verus II
Classification: Death World
Population: 100
Tithe Grade: Exactus Minotis
Geography: Topical climate with planet-wide dense jungle which has prevented previous large-scale colonisation. A significant percentage of indigenous plant species are particularly dangerous to Human life. Three main continent landmasses, connected by small chains of islands. The central region is mountainous thought to be extinct volcanoes.
Moons: None

Government Type: Adeptus Terra
Adept Presence: Adeptus Mechanicus (Verus II research facility headed by Magos Tarantis), and Adeptus Ministorum.
Military Presence: One platoon of the 106th C’thorian Guard, consisting of 50 men including a recon detachment.
Trade: None

Overview:

Imperial interest in Verus II began approximately sixty Terran years ago when a small enclave in the equatorial north was cleared by the Adeptus Mechanicus. This followed an initial exploration that determined the planet had once been the centre of a thriving and moderately advanced civilisation. It was believed that the planet was initially colonised during the first wave of Human expansion across the galaxy and was only later rediscovered during the Great Crusade by expeditionary fleets. Records from that era no longer exist, however, initial surveys predict that rapid environmental change and resource depletion was responsible for the emergence of increasingly competitive indigenous plant life and the decline of Human settlements.

There are some amongst the population of Caxor Prime, located two sectors from Verus, that speak of legends surrounding the planet during the Great Crusade. Several oral traditions on Caxor retell stories of an icon of immense power wielded by the disciples of the sun-bound Colossus.

Progress reports by Magos Tarantis indicate that several items of archeotech have been located in the immediate vicinity of the base, some of which have been determined to be of Xenos origin. Tarantis forwarded details of one item that he found of particular interest, a Crosius shaped object of deepest obsidian. Dating techniques performed on the device suggest that it is approximately nine thousand years old, and possibly matches that of the icon in Caxoran folktale.

Reports indicate that contact with the research facility was severed fourteen months ago, however, explanations as to why are still unclear. Neighbouring star systems have all indicated an increase in Eldar activity of late, who have been known to raid systems and retreat before any significant organised defence can be mustered. The Holy Inquisition believes that such events are no accident, and it is suspected the Eldar have reason to steal this technology.

Objective:

Sergeant, your objective is to make planet-fall and establish contact with the research facility. Once accomplished your primary concern must be to secure and retrieve the item reported by Magos Tarantis. It is felt that a more detailed analysis is required on a Forgeworld with significant Inquisitorial presence. Being a possible relic from the Great Crusade, it cannot fall into enemy hands.

May the Emperor guide you.

Story Outline

The Drop:

The drop proceeds as the thousands of others you have carried out during operations in the past. The spartan and functional interior of the tightly packed drop pod is various shades of military grey, which contrasts starkly with the brilliant green of your personal power armour. The light inside is dimmed as the pod’s Machine Spirit redirects all non-essential energy to stabilise the craft as it passes through the atmospheric envelope surrounding Verna II below. As the pod makes planetfall, the familiar violent shaking of the vessel reassures you that mere moments separate you from your ultimate destination and the mission at hand.

As you look around, you see the large form of Brother Victum seated with his helmet resting on his lap. His pale, heavily scarred face looks downwards and his eyes are closed. He carefully un-holsters each of his weapons in turn, and mutters several words quietly, before returning them to their designated positions. Raising his head, he re-attaches the emerald helmet. Any members of the group that bless with weaponry or utter a pray for the Emperor etc., gain the effects of a Charm and are less likely to be targeted in random engagements.

Sergeant …. Despite decades of training and combat experience, you find it hard to focus your mind on the immediate task at hand. You feel lightheaded and find it particularly difficult to shake off. You begin to see images in your mind as you fade in and out of consciousness.

Perception Test (-10)
Pass: You see a tall, resplendent character clad in the emerald green armour of your Chapter. In one hand he holds an exquisitely crafted bolt pistol and in the other, a magnificent man-sized hammer with which he spreads the light of the Emperor. He stands upon the soil of a distant, war-ravaged planet, clouds above him cracking with thunder. Around his feet are twenty serpents, a deep shade of green, which circle and strike him from all sides.
Fail: You see a tall, resplendent character clad in the emerald green armour of your Chapter. He stands upon the soil of a distant planet, clouds above him cracking with thunder. Around his feet are twenty serpents, which circle and strike him.

As the pod nears its destination, it begins to gently rotate, a built-in feature to prevent the craft rotating out of control. Within moments the drop pod hits the ground with a deafening crash.

Toughness Test (+10):
Pass: Despite the rapid deceleration you shake off the effects of the drop like the others before this one.
Fail: The drop affects you worse than you anticipated, causing you to bang your head, jar your neck etc. (-10 to all Intelligence tests for 1d5 hours)

The loud whirling sound of the engine above your heads begins to die down as it comes to a halt, and pressure seals begin to disengage around the frame of the adamantine doors.

Forest:

With a high pitches hissing and the expulsion of superheated steam, the doors of the drop pod begin to open and descend to ground below. Looking out from the hatch, it is clear that the drop has landed away from its designated target and has landed deep in Verus’s forest terrain.

Perception Test:
As you make your way down the ramp of the drop pod, filters in your helmets register that the air is thick with moisture. Dense rainforest surrounds you on all sides, with thick treelike plants interspersed with low-lying, thorny shrubs. Insects the size of your armoured hands can be seen climbing and descending the foliage, most likely in search of a meal. What you can see of the sky above is very dark, with purple tinted clouds swirling quite violently overhead, but there is little sound of the weather in your sheltered surroundings.

Reduce your flamer canister by 2

After ten minutes of hacking and burning your way through the plant life of Verna you begin to notice the ground ahead is becoming far less dense than where you had made your initial drop. After a further few minutes of trudging the ground opens up and is becoming particularly sparse of herbaceous life beyond anything taller than 10-15 centimetres, and in some areas the ground is clearly visible. As you emerge onto the edge of what can only be described as a clearing you see three large, thick, trunks approximately five metres tall at the centre, one of which has fallen over. To your left is marshy ground and in the centre of the clearing are small rocky outcrops. About twenty metres into the distance the forest becomes densely packed again with no visible end.

Perception Test:
Pass: The area is still, very little sound is coming from the clearing, apart from animal life in the forest around you.
One Degree: As above…however, a gentle moaning and coughing sound can be heard in the vicinity of one of the tree trunks, but you cannot be sure which one.
Two Degrees: As a pass…however, a gentle moaning and coughing sound can be heard in the vicinity of one of the tree trunks and you notice a leg protruding from behind it. From what you can see in the low light, it appears to be in combat fatigues.

As you approach the figure you can see it is a man aged between 20 and 30 years, and he appears to be in the blue standard uniform of the 106th C’thorian Guard. He is sat propped up against the huge tree and you notice is left arm has been severed completely at the elbow, but no remains of his forearm are present. His uniform is spattered with blood and badly shredded, and the skin beneath heavily lacerated.

Perception Test (+10):
Pass: Patches of the blood are still semi-liquid and reflective.
Fail: No effect.

With great effort he looks up at you, his face gaunt and a light shade of grey. Like the rest of his body, his face is badly shredded, skin hanging from his right cheek. If the group question him, he says:

“You should not be here…too dangerous.”

“They were taken…a few escaped…all ended up like me.” If the group ask him more questions. The guardsman struggles to point in the direction of the base. With a gasp of air, his head sags as he departs this world to stand at the Emperor’s side.

Roll for Initiative. The Ripper Tree attacks the group.

The Clearing:

Once again you are forced to hack your way through metre after metre of dense plant-life, which seems to be ever shifting beneath your feet. An end appears in sight some 15 metres ahead of you

As you emerge from the forest, you see the wide open expanse of the Imperial enclave. Completely devoid of the plant-life you encountered in the forest, it is inhabited only by grassy outcrops and similar low-lying foliage. Boulders and other small rock formations are scattered between you and the base approximately a kilometre to the north.

Perception Test:
Pass: In the distance to your right, barely over the whistle of the wind, you hear the faint sound of las-fire and the distinct whine of chain weapons biting through armour and bone alike.
Fail: Somewhere in the distance to your right you hear faint sounds, but you cannot determine what it is.

As you approach the rocky outcrop a character before you begins to come into focus. Clad in exquisitely crafted plate armour, which seems to shimmer in the twilight, you recognise the unmistakeable physiology of a member of the Eldar race. Tall by normal Human comparison, but delicately slender, he is made even taller by the gem-studded helm perched upon his head. Framing his almost glowing, red armour, he is veiled in a cape of pure white, with runic symbols painstakingly embroidered into it. Despite the poor weather conditions, it appears to float more gently than should be possible.

At his side you see an equally tall, but heavier built figure garbed in armour of brilliant green and yellow. His armour is clearly heavier than his counterpart but no less a work of art. In his right hand he holds a chainsword, dripping with a thick, red/black liquid. At the foot of the outcrop lie the dismembered remains of 3 soldiers.

Perception Test:
Unlike the C’thorian Guard, these men are dressed in dark red robes. All of them appear to have been mechanically enhanced in one way or another

All around you is dense grass, approximately half a metre tall.

Any player with the Tracking skill may notice that grass has been snapped as though something is moving through it.

Roll for Initiative. Brother …, you drop you weapon as pain strikes you, and feel a presence gnawing in the recesses of you mind. High above you the Eldar Farseer is looking directly at you, pointing a small stave which subtly glows.

Any player with the Forbidden Lore (Xenos) skill may test at (-10). If successful, they recall that some Eldar Farseers have powers capable of occupying a hosts mind in order to communicate through them.

“Your species is inherently weak. The taint has bound itself to them all.”

“The sceptre of Cholchis survives the great purge.”

“Images…unclear. Great danger…in your midst. Beware the betrayers of the Istvaan system!”

The Base:

Perception Test:
The Imperial research base can be seen a few hundred metres away in the distance. Show the players a layout. It seems eerily illuminated, far more subdued than what is to be expected in surrounding light levels such as these, and especially for an outpost. Despite its distance from you, very little sound can be picked up even with your augmented hearing.

Perception Test (-20):
Pass: Approximately five metres in front on you, you notice buried deep in grass and attached to a boulder, a tiny metal box.
Fail: No further action.

As you approach the box you can see that it is some form of alarm system establishing a perimeter around the base.

Inside its casing are small, flashing lights and various buzzes and clicks familiar with Imperial technology. Several wires of different colours are visible.

Tech-Use Test:
Pass: You easily disconnect the senor of the security device. No signal was transmitted to the base.
Fail: Unfamiliarity with Mechanicum technology has forced a rare error from you. Disconnecting the wrong wire has sent a silent alarm to the base security teams.

If the group fail to disable the alarm, the sentry manning the Autocannon will fire in their general direction.

Making your way closer to the base, you see heavily reinforced tritanium gates to the entrance of the compound which is flanked by two 10 metre tall towers. Towers are visible all along the walls, spaced evenly and shaped to allow maximum fields of fire.

The gate are sealed.

If the group do not engage the Eldar:

Inner Corridor:

Moving past what remains of the Tech Guard at the entrance to the bunker, you begin to descend down a gently sloped ramp for some 15 metres. The once clean, matt grey walls of the bunker seem to have gained a distinct red tinge, and rows of glow panels are left to flicker indiscriminately or have been extinguished completely. Cables and internal wiring hang from open sections of the wall and ceiling.

At the foot of the ramp the corridor stretches for a further 20 metres. Very little light penetrates this far and it is impossible to see the end of the section.

As you make your way down the corridor, you notice small alcoves set into the walls. Various data plugs and cable connections hang from several of them, except one. One half way down the corridor is occupied by a servitor of some kind, which is hardwired into its alcove. The majority of its body is enhanced with cybernetic implants

If the group use the Silent Move skill successfully, they catch Tech Adept Metallus in front of the blast doors consulting a dataslate. Otherwise he is located in the store room. If they use the Inquiry skill to ask what it contains, he says:

“J-J-J-Just research notes, My Lord. I’m a simple adept here, nothing more.”

If the group fail to open the blast doors with the aid of Adept Metallus, they may make a (-10) Tech-Use skill test to open them themselves. Unless the test is passed by One Degree, the Praetorian Combat Servitors activate.

In the store room they can find a battery pack to revive the vox transceiver.

Store Room:

If the group haven’t already encountered Metallus, he is cowering in a corner of the room. Metallus will be reluctant to help the group but can be intimidated into assisting.

The room is filled with various boxes and crates, most likely intended for use by the Tech Adepts of the facility.

If the group search the room, they will find the following items:

3 flares, 2 doses of Stimm, Combi-Tool.

Communications Room:

Against the right hand wall of the room is a large piece of machinery. It is emitting a very low humming sound which peaks and dips at irregular intervals. There are several panels and displays on the side of the machine.

On a table to the left side of the room is a large vox caster, with headphones attached to it. Seated in front is a similarly hooded figure as those you have already encountered. He removes a communication headset and is clearly taken by surprise as you enter the room behind him.

A pistol is resting on the table, which he makes a move for.

Inner Research Sanctum:

Gloom shrouds the wide expanse of the inner research sanctum. To either side of the room there are tables of efficient design, strune with various scientific equipment and technology, clearly from different ages and cultures to your own. All manner of xenos and Dark Age items are at various stages of examination, and some appear to have been replicated by the bases researchers.
Before you, framed by two majestic carved columns, stand the forms of two grossly augmented Ogryns, wearing the tattered, blue uniform of the C’thorian Guard. Bulging muscles fight to escape the little remaining clothing that contains them. Their skin is a distinctive grey-blue tinge, and clearly in a stage of decay expected of someone long since dead. It is clear that each Ogryn has undergone several procedures to incorporate Mechanicum implants into their bodies, and both have injector rigs implanted into key muscle groups, no doubt to enhance their strength and mass. One of the subjects has had his left arm replaced with a bionic limb fitted with an oversized and sinister looking chain axe. Wires protrude from various locations of his body and half of his skull has been replaced with a metallic equivilent. His companion is equally disfigured by the touch of the Omnissiah. His spine has at some point been replaced and sharp titanium plates breach the skin on his back. In place of right hand is a pair of massive industrial sized pincers.

Perception Test:
At the far end of the room stands a robed figure, garbed in deep red robes. Green lights shine from beneath his hood, gently illuminating mechanical implants. Like a giant spider, four additional implanted arms stretch from his spine with a variety of industrial and surgical devises protruding from them. Almost cradled in his grasp is an ancient object, deepest black. Light surrounding it appears distorted and you feel a presence which should not be there.

“I did wonder when the Emperor’s minions would show up at my facility. And he sends his beloved sons!? Little matter.”


NPC's

Ripper Tree
WS BS S T Ag Int Per WP Fel
57 - 52 42 (6)31 10 36 44 -

Movement: 1/1/1/1
Wounds: 40

Skills: Concealment.

Talents: Ambidextrous, Dual Strike, Lightning Attack, Rapid Reaction, Two-Weapon Wielder (Melee).

Traits: Blind, Fear 1, Multiple Arms, Long Tentacles*, Natural Weapon (Barbed Branches, Maw), Size (Hulking), Slow**, Strange Physiology, Unnatural Agility (x2), Unnatural Senses (Ground Sense)***

Armour: Natural Armour 4

Weapons: Barbed Branches (1d10+6 R, Tearing), Maw, (1d10+5 R).


Farseer
WS BS S T Ag Int Per WP Fel
46 37 33 32 (10)52 58 36 67 34

Movement: 5/10/15/30
Wounds: 20


Striking Scorpion x3
WS BS S T Ag Int Per WP Fel
55 50 41 42 (10)52 31 40 44 30

Movement: 5/10/15/30
Wounds: 15

Skills: Awareness (Per), Concealment +20 (Ag), Dodge +10 (Ag), Forebidden Lore (Xenos) (Int), Literacy (Int), Scrutiny (Per), Search (Per), Security (Ag), Shadowing +10 (Ag), Silent Move +20 (Ag), Speak Language (Eldar) +10 (Int).

Talents: Blade Master, Catfall, Combat Master, Counter-Attack, Double Team, Exotic Weapon Training (Mandiblaster) Exotic Weapon Training (Shuriken Catapult), Heightened Senses (Hearing, Sight), Hard Target, Hip Shooting, Leap Up, Lightning Reflexes, Jaded, Melee Weapon Training (Chain), Quick Draw, Rapid Reaction, Sprint, Swift Attack.

Traits: Unnatural Agility (x2)

Armour: Scorpion Aspect Armour (AP 8 all over)

Weapons: Chainsword (Best Quality), Knife (Best Quality, Mono), Mandiblaster, Shuriken Pistol.

Gear: 2 clips of ammunition for Shuriken Pistol, Helmet incorporates rebreather, photo-visors and micro-bead.

Weapons Class Range RoF Dam Pen Clip Rld Special
Chainsword Melee - - 1d10+5 R 2 - - Balanced, Tearing
Shuriken Pistol Pistol 20m S/3/5 1d10+2 R 4 40 2 Full Reliable
Mandiblaster Special 10m S/-/- 1d10+3 E 4 40 N/A Reliable
Dark Mechanicum Tech-guard Sentinal
WS BS S T Ag Int Per WP Fel
30 32 48 55 42 27 30 33 28

Movement: 4/8/12/24
Wounds: 15
Crew: 1

Skills: Awareness (Per)

Traits: Armour Plating, Auto-Stabilised, Machine 4, Sturdy

Armour: Legs 11, Body, 13

Equipment: Cockpit incorporates rebreather, photo-visors and micro-bead.

Weapons Class Range RoF Dam Pen Clip Rld Special
Multi-Laser Heavy 250m -/-/10 3d10+3 E 4 120 3Full -


Gun Servitor
WS BS S T Ag Int Per WP Fel
15 30 50 41 15 10 20 30 09

Movement: 1/2/3/6
Wounds: 13

Talents: Basic Weapon Training (SP), Heightened Senses (Sight), Melee Weapon Training (Primitive)

Traits: Armour Plating, Auto-Stabiliser, Dark Sight, Machine 4, Natural Weapon (Fist)

Armour: 6 All over

Weapons: Fist (1d10+5 I Primitive), Twin Autoguns (S/6/20, 2d10+6 I, clip 30)

Equipment: 3 Autogun clips


Dark Mechanicum Tech-guard
WS BS S T Ag Int Per WP Fel
28 31 32 41 30 27 30 31 29

Movement: 3/6/9/18
Wounds: 11

Skills: Awareness (Per), Basic Weapon Training (Las), Melee Weapon Training (Primitive), Speak Language (Low Gothic) (Int)

Talents: Basic Weapon Training (Las)

Traits: Machine 4

Armour: Head 3, Body, Arms and Legs 5

Equipment: Hellgun, 2 Charge Packs, Respirators.


Weapons Class Range RoF Dam Pen Clip Rld Special
Hellgun Basic 110m S/3/- 1d10+4 E 3 40 3Full -
Autocannon Heavy 120m S/2/5 4d10+5 I 4 100 2Full -

Praetorian Battle Servitors
WS BS S T Ag Int Per WP Fel
40 40 (10)50 (10)50 30 20 30 40 05

Movement: 4/8/12/24
Wounds: 20

Skills: Melee Weapon Training (Primitive, Shock), Two-Weapon Wielder (Melee).

Traits: Armour Plated, Auto-Stabilised, Dark Sight, Fear 1, Machine (5), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)

Weapons: Hydraulic Pincers (1d10+5 R pen 2) or Electro-Flail (1d10+7 I)

Armour: 7 all over


Dark Mechanicum Ogryn
WS BS S T Ag Int Per WP Fel
32 22 (8)48 (10)52 28 15 20 33 18

Movement: 2/4/6/12
Wounds: 18

Skills: Intimidate (Str), Speak Language (Low Gothic) (Int)

Talents: Berserk Charge, Crushing Blow, Die Hard, Fearless, Hardy, Iron Jaw, Jaded, True Grit,

Traits: Armour Plating, Fear 2, Machine 3, Size (Hulking), Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2)

Armour: 4 all over

Weapons: Chain Axe (1d10+12 R, Pen 2, Tearing) or Pincers (1d10+14 R, Primitive)

Equipment: Respirator


Magos Tantaris
WS BS S T Ag Int Per WP Fel
32 35 47 51 24 57 38 22 21

Movement: 2/4/6/12
Wounds: 20

Skills: Awareness (Per), Common Lore (Imperium, Machine Cult, Tech) +10 (Int), Deceive +10 (Fel), Forbidden Lore (Adeptus Mechanicus, Archeotech, Xenos) (Int), Inquiry (Fel), Logic +10 (Int), Numerology) (Int), Tech-Use +20 (Int).

Talents: Exotic Weapon Training (Shock Blaster), Fearless, Gun Blessing, Jaded, Mechandrite Use (Ballistic), Mighty Shot, Protosanguine, Technical Knock,

Armour: Dragon Scale Armour (8 all over)

Weapons: Ballistic Mechandrite (1d10+5 E), Shock Blaster (1d10+4 E pen 4)

Equipment: Bionic Arm (right arm), Respirator.

Daemon Weapon Class Dam Pen Clip Rld Special
Scepter of Cholcis Melee 1d10+5 I Auto - - Daemonic, Fear 3