Random Encounters

By Adeptus-B, in Only War House Rules

I posted this over in the Deathwatch Forums in response to a question about creating random encounter tables; it occurred to me that it might be useful to Only War GMs as well:

Ideally, a random encounter table should be created to reflect the specific location and the opponent being faced- but that’s easier said than done. Another option is to come up with broad, flexible random encounter tables, which can be applied to a number of different planets and opponents, with the results kept vague enough that the GM can adapt it to the situation at hand. Here’s one example, based on a ‘warzone’ setting for the mission- it doesn’t do all the GM’s work, but it should provide a general framework for encounters:

WARZONE-

01) Agent- An elite member of the allied forces (an Inquisitor [possibly with retinue], Temple Assasin, spy, etc) is encountered while on a mission.

02-04) Bastion*- A major fortification with heavy weapons and a substantial troop compliment.

05-08) Bombardment*- Artillery shells begin to rain from the sky for the next 1d10 minutes; if it is an Allied bombardment, the PCs might be able to contact someone via vox-link who can call it off…

09-12) Boobytrap- The enemy has left a carefully hidden trap for the unwary (Challenging Awareness Test required to spot the device).

13-17) Bunker- A heavy weapon nest covering a specific approach.

18-20) Civilian Refugees- A group of 2d10 ragged citizens are trying to flee from the carnage of the battlefield.

21-25) Convoy*- A line of transports carrying troops and supplies, plus armed outriders.

26-29) Deserters*- A group of 1d10 troops who have abandoned their positions and are trying to escape (if Tyranid, they have simply lost contact with the Hive Mind).

30-39) Difficult Terrain- Knee-deep mud, rocky crags, or other terrain features slow the Kill-Team.

40-41) Flyers*- 1d5 flyers pass overhead; they require a -10 Awareness Test to spot the PCs below (unless they take actions to alter the chance).

42-43) Impassable Terrain- Unless the whole unit has jump-packs (or a flyer), they will have to spend valuable time going around this area.

44) Listening Post*- This is a small, carefully camouflaged base used for collecting intelligence on the opposition.

45-48) Mercenaries- A squad of hired soldiers, who present the squad with a different type of enemy than they were expecting to fight- Kroot, Sslyth, Loxotl, human renegades, etc (if the enemy is the Tyranids, substitute enslaved Genestealer Cultists).

49-53) Minefield*- An expanse of the battlefield has hidden explosives within a 2d5x100 square meter area.

54-60) Outpost*- A small fortification with a few squads of troops.

61-87) Patrol*- A squad of troops looking for opposing forces.

88-90) Scavengers- 1d5 minor criminals looting the battlefield. They may have useful information…

91-92) Sniper- An enemy marksman has a hidden position from which to harry the Kill-Team.

93-95) Tank Column*- A group of 1d5+2 tanks moving to a new staging area.

96-99) Wreckage*- The shattered remains of a vehicle- transport, tank, or flyer. 25% chance it contains a wounded survivor.

100) Xenos- A warband of aliens, unrelated to the conflict at hand- Dark Eldar looking for slaves, lost Ork Boyz, scavenging Hrud, etc.

*Randomly determine if this encounter involves an Ally or Enemy: I recommend 60% Enemy and 40% ally on the ‘front lines’, and 90% Enemy, 10% Ally in ‘enemy territory’.

This table is certainly not intended to replace set encounters and fixed positions; rather it is meant to help 'fill in the blanks' between key plot points- especially useful if the PCs have to cover a lot of ground during the course of a mission.

Edited by Adeptus-B

This is the right way to build a random encounter table. You build it like each one is an adventure seed, rather than a list of monsters to kill. That's how it's done.

This is the right way to build a random encounter table. You build it like each one is an adventure seed, rather than a list of monsters to kill. That's how it's done.

Thanks! I was originally going to include weather effects on this chart, but I decided that- since weather is always happening- it should probably have its own system and not be shoe-horned into the encounter chart.

I just posted again asking about one of these for Only War fulling intending to use this exact one that you posted on my Deathwatch request.

You are the man. Well done.

Ha nice. I been thinking about doing this but for a death world with random creatures or a random event like rainstorm or a beasts attacking you or something . Thanks for giving me the motivation to make one lol. I might post it but eh. Only if I got the time.

Ha nice. I been thinking about doing this but for a death world with random creatures or a random event like rainstorm or a beasts attacking you or something . Thanks for giving me the motivation to make one lol. I might post it but eh. Only if I got the time.

I'd love to see what you come up with!

I second that.

Something I whipped up for my group a couple days ago. I'm sure it could use a lot of tweaking still, so any suggestions are welcome.

Urban Combat

1 IED : The squad trips a bomb while on patrol. The bomb deals 1d10 X; Blast [X= the number of players] and Concussive [3]). The noise alerts a waiting enemy squad of 1d5+2 troops that the players are in the area.

2-5 Friendly Fire : The squad comes under fire from a heavy weapons team entrenched down the road. If they have a Vox, they can attempt a Tech-Use test to contact the team. Otherwise, the attackers roll Perception at -30 each turn to identify the group as Friendlies until they succeed in noticing their error or the squad moves on. If the squad’s main enemy is not humanoid, they are entrenched enemies.

6-10 They Came From the Sewers! : The nearest manhole opens up and unleashes a pack of native wild creatures in an ambush. The creatures have 10 hitpoints, 2AP All and claws that deal (1d10 R; Tearing) and tail spines that deal (1d10+4 R; Toxic [2]). Reroll if the squad is in a vehicle.

11-15 Oasis : The players find a small friendly outpost not on any official map. They can receive basic medical care, trade ammunition (charge packs for autogun clips or vice versa) and look at an updated map of the area. Successful Perception test shows the location of a nearby enemy vehicle.

16-20 Pavlov’s House : The players receive orders to fortify a nearby hab building in anticipation of an enemy assault. Reinforcements are en route to relieve the position but will not arrive for 1d10 rounds (minimum of 3).

21-25 Act of the God-Emperor : The city is suddenly and violently hit by a natural disaster. An earthquake hits unexpectedly and lasts 1d10 rounds and the squad must take cover indoors. The players must engage 1d5+1 enemy soldiers inside the building they use for cover.

26-30 Artillery Wins Wars : A centrally located park is being used by the enemy to fire off mortars/light artillery. The players must eliminate 1d5+1 mortar teams before they can proceed through the city.

31-35 A Bridge Too Far : The squad comes to one side of an open bridge strewn with wreckage just as 1d5+2 enemies arrive at the other end. All other visible bridges are destroyed, and the squad must pass through this area to continue.

36-40 Metro 40K : The city begins coming under mass bombardment and all soldiers are forced to flee into the underground sewers and transport network. The squad must reach their objective navigating the darkness. There are regular maps posted they can consult. After three successful tests on these maps, they arrive at the station closest to their objective.

41-45 The Mutant : The squad encounters a living mutant in the city ruins. The mutant offers to lead them on a safe path through to their objective, but they must surrender all of their weapons except their knives and Laspistols. The route will take them through a hidden mutant colony.

46-50 The Heretic : Flip a coin. The squad encounters a shrine to either Khorne (Odds) or Slaanesh (Evens). The squad is attacked by a Bloodletter or Daemonette and 1d5+1 Guardsmen cultists.

51-55 The Xenos : The squad is ambushed by a trio of Dark Eldar raiders on Jetbikes. If Dark Eldar are the primary antagonists in the city, they are ambushed by 1d5+2 Feral Orks from the sewers instead.

56-60 Where are the Tanks?!? : The players encounter an enemy tank or APC with a 1d10+2 enemy soldiers inside. Command reports a Leman Russ or Sentinel squad is en route to assist but will be delayed for 2d10-5 (Minimum 5) rounds.

61-65 If You Can’t Do the Time… : The squad encounters 1d10+2 penal legion troopers who have somehow disabled their explosive collars and are scavenging weapons and equipment from dead guardsmen. They demand the squad surrender half their ammunition, all their grenades and heavy weapons, and any valuable items to move on. They are armed with a mix of improvised melee weapons (1d10 I; Primitive [8]), frag grenades, and Laspistols. If the squad is in a vehicle, the penal soldiers also have two missile launchers pointed at the vehicle’s rear.

66-75 When You’re Sick of Holding the Line : The squad is overtaken by a general offensive in their sector. Run as a Massive Battle, they have to help clear out an enemy camp inside a city park, fighting through 1d5 squads of 6 enemy soldiers, one of which is Elite level.

76-80 Universal Healthcare : The squad finds an abandoned civilian Medical station. Inside they find an Advanced Medkit and an intact surgical room where a successful Tech-Use test will allow Medicae Tests at +10. After up to two players are treated, flip a coin. On heads, the building comes under attack. On tails, the building is discovered by a friendly squad who needs it more, with an officer of superior rank ordering them out.

81-85 Mad Men : The squad is interrupted by a pair of Ministorum priests with Laud Hailers from the next street over. The priests are raving about the End of Days, and their speeches attract 1d10+2 Enemies immediately, and 1d5 more every Three Rounds of combat until the players manage to escape or the priests are killed/Intimidated into silence.

86-90 Need a Lyft? : The squad is caught up in a mass pull-out. They find a Chimera crew hurriedly repairing the vehicle while under fire. If they stop to help, after 10 rounds or Successes/DoS, the vehicle is operational and will immediately drive the squad to within 1km of their ultimate objective through hidden roads and back alleys.

91-95 It Can’t Get Any Worse : The squad becomes surround on three sides by 3 * X enemies, where X = the number of players and their Comrades. 1/3 of the enemies are Elites.

96-99 It Just Got Worse : A portal to the Warp opens within sight of the players, up to 100m away. A Chaos Space Marine (Khornate) steps out and immediately attacks the players. If the players are in a vehicle, three Chaos Space Marines (Sentinel, Chimeras, etc.) or two Defilers (Leman Russ, Baneblade) emerge instead.

100- That’s Logistics! : The next time a player muses “I wish we had a [weapon/item]”, a Valkyrie gunship immediately drops a crate with that exact weapon or item requested. If the weapon/item is Very Rare-Unique availability, there is enclosed paperwork assigning the item to another squad, and it is fitted with a hidden tracking device. The next time they return to camp, the item is immediately confiscated by the Departmento Munitorum. Otherwise, they keep the item. Immediately re-roll the encounter dice.

Another table of random encounters, this time for "non-combat" situations. It is HIGHLY recommended that the GM roll for these before game, as several require specific enemies with stats be drawn up.

R&R Encounters

01-05 Harry Potter and the Goblet of WAAAGH! – The squad has been mysteriously entered into the Regimental Commissar’s sharpshooting competition by a rival squad or an officer antagonistic towards them. Each squad member must make Called Shots at Long Range against paper targets with their primary weapon. If each soldier does not make 4/5 of the shots, they lose the challenge and are assigned to a particularly dangerous mission in their next battle. Winning bestows one Rare quality item on a single member of the squad, chosen by the GM.

06-10 Pay Day Advance – A single member of the squad (chosen by the GM) lost a game of cards on their last voyage through the warp but deferred payment, and the winner of the game has come to collect. The player must Charm or Intimidate the winner into letting the debt go (at -30 regardless of which is selected) or surrender his most rare item. If the soldier possesses no Rare-level items, the opponent takes the loser’s Uplifting Primer one hour before a kit inspection by the Regimental Commissar.

11-15 Pugnacious Pugilists – The squad is ordered to enter into a boxing match against an opposing regiment’s champion for the entertainment of Regimental Command. Roll one die. On odds, the boxer fights an opponent on par with his own size (Ratling vs. Ratling, Human vs. Human). On evens, he fights an Ogryn (or an enhanced Ogryn if he is also an Ogryn). The trooper may tap out or take a dive at any time in the fight. Winning gives the “Champions Belt” decoration, which grants +1 damage to Unarmed combat, but the player will be called on to defend the title one every planet the regiment visits. Losing imposes a level of fatigue while the player recovers from injuries from the fight or (if the player took no injuries) from constant harassment by his fellow Guardsmen.

16-20 Letters From Cadia – The squad receives letters from home. Players may narrate their contents for Roleplay purposes. If some elect not to, the GM decides their contents (child born, relative deceased, Grandma taken by the Dark Eldar, Dear John, etc.). Good news removes 1d5-2 insanity points.

21-25 The Feast of Saint Humperdink – The squad celebrates a holiday from their home world. Extra rations are available and alcohol rations are doubled. The Administratum’s liaison gets caught up in the festivities and the squad can get him/her roaring drunk with their alcohol rations, imposing a +20 on a single Logistics roll for one item. The item is considered contraband and the group will be disciplined if it is discovered whenever they are on base.

26-30 I Smell a Ratling! – The squad is assigned latrine duty after someone reports a previous infraction to their Commissar. The squad can slip away to attempt to track down the informant within the camp (he/she is always in the local Medicae tent, and there’s so much to clean up no one will be able to tell if they did or didn’t do the work) or do their duty (he-he!) and take one level of fatigue from the work and -10 to all Charm rolls for the smell for the rest of the session.

31-35 If you don’t see the body, they aren’t dead! – A character who the squad previously had the option to save in the field but didn’t turns up in camp in a state of shock and poor health, having survived the trek back from enemy lines. The squad will be disciplined if he/she tells their story. The squad must either silence the survivor through social rolls (at -30) to explain their actions or finish the job the enemy started without being caught. If they do neither, they are immediately disciplined for cowardice. The players are let off with a warning rather than executed but their Logistics rating is docked -10 points and they suffer -10 to social rolls with their regiment for the rest of the session. If they fail to kill the witness, they are caught and reassigned to a Penal Legion for one Extremely Difficult (suicidal) mission.

36-40 The Hangover – The squad wakes up in the brig. Roll 1D6 for each player (rerolling if the same number comes up twice). In the course of one night of drinking they have:

1.) Stolen the Regimental Commissar’s hat and coat, burying it in the latrines.

2.) Defaced their Colonel’s command vehicle with graffiti disparaging his mother.

3.) Let loose a rough rider regiment’s mounts amongst a local herd of Grox in heat.

4.) Mixed potent painkillers in with the Ecclesiarch’s water rations.

5.) Stolen a plasma cannon from the Administratum and left it armed inside a Leman Russ headed for the front lines.

6.) Seduced the Colonel’s daughter/son and left their dog-tag in his/her bed.

The squad has a limited time to discover their actions and set them right or cover their tracks. Failure to do so will result in disciplinary action determined by the GM or, alternatively, -10 to Logistics per failed rectification.

41-45 A single Guardsman, in possession of medals, is in want of a good date – The squad is invited to a local noble’s estate for a gala after the regiment enjoys some battlefield success. They arrive in full dress uniform with sidearms only. Their host has daughters/sons equal to the number of players and each one is currently engaged to another local noble, but none of them are happy with their matches. The squad makes Athletics rolls (at -20 for two left feet; epic failure injures the player and their paramour) for Dancing or Charm rolls for small talk (at -20 for fish out of water; Epic failure has the player describe their most recent battle in gory detail, causing their date to get sick or faint).

Failure at these tests has the players escorted back to camp. If most of them pass the tests, however, the players can attempt to seduce their paramours with a Charm roll (+10 if they succeeded on their particular test, -20 if they failed). Succeeding sees them go “off-screen” for the evening. The squad then has +10 to Logistics rolls while on this planet and the soldier receives regular mail and valuable knick-knacks from their date at the GM’s discretion. Failing has them caught by their date’s intended and challenged to a duel to the death with their sidearm (the GM can decide if the duel does end in death or the whiny noble crying uncle at first hit). If the player(s) survive the duel(s), they are at -10 to Logistics rolls while one the planet and are later ambushed by lackeys of their opponent.

46-50 I got 99 Problems… - One of the players is implicated to be in on a Chaos cult devoted to Slaanesh. The player makes a Forbidden Lore (Heresy) test. If the player FAILS, they are so clueless about the ruinous powers that they are immediately cleared of suspicion. If the player SUCCEEDS, they are deemed a suspect and must prove their innocence by hunting down three members of the cult before an Inquisitor arrives to detain them. The cultists are all in a bunker on the outskirts of camp and have a ledger of their remaining members to prove the innocence of the player. If the players fail to find the cultists, they are interrogated by the Inquisition but cleared of all charges, taking 2 points of fatigue at the start of the next mission.

51-55 Do you have a moment to talk about the God-Emperor? – The players are approached by the Ecclesiarchy to escort a priest through the nearest settlement/city block to administer to the populace. The priest is promptly shot through the head with a long-las and the players must discover the killer (either a disaffected local, an agent of the enemy, or an agent of the Assassinorum (priest deemed corrupted by Chaos)). Failing to discover the killer grants -10 to social rolls with the Ecclesiarchy while on the planet.

56-60 ‘O’ is for Ogryn – The squad is tasked with training a number of Ogryn hastily assigned to the Regiment, equal to the number of players at the table. The Squad tests critical skills for their regiment type at the discretion of the GM (Operate/BS/Navigate for Mechanized regiments, BS/Stealth/Survival for Scout Regiments, etc.) all at -30. Failing the tests results in hilarious and dangerous accidents with the players taking 1d5 points of damage. Any player who passes all the tests receives the “Honorary Bone’ead” decoration, granting them +10 to Charm/Intimidate Ogryns.

61-65 I’m sorry Dave. I’m afraid I can’t do that. – The players are assigned logistics duty offloading supplies for the Regiment from transports while local Ratlings attempt to pilfer the supplies when they aren’t looking. One player is given an ENCLOSED sentinel loader to operate. The sentinel’s Machine Spirit is configured to give +30 to Operate tests but begins to malfunction after the first test. Every time the players chase off the Ratling looters, the Operate penalty is reduced by -10. Failed Operate rolls see the penalty reduced by -20. When the buff reaches 0 or -10, the Machine Spirit “wakes up” as an Abominable Intelligence and begins attacking the squad and locks the driver inside. The squad can roll Perception to find any weapon they desire in the supply caches, and the driver can roll Strength at -20 to break the locks on the hatch to escape before the Sentinel is destroyed, or Tech-Use at -20 to destroy the Sentinel’s computer from inside.

66-70 …But a Witch ain’t one! – The squad wakes up after a night of leave at a local brothel. If they possess a Psyker, the Psyker detects they have been Hexed by a warp witch and now suffer -10 to all rolls. If no one is a Psyker, one of the players discovers a Chaos mark in an area of their body not normally visible (heel of foot, armpit, etc). A Forbidden Lore (Heresy) test reveals the hex. The hex will increase in power after every full moon (or 8 days if the planet has no moon) to a total of -30 as long as they are on this planet. The players must find and eliminate the warp-witch in order to clear the hex from their bodies. Regardless, they take 1d5 Insanity points out of fear of discover of the hex (1d10 if they possess the Paranoia trait).

71-75 Oh honey, you can do better! – One of the player’s siblings has joined the regiment to replenish battlefield losses. The sibling is clearly being seduced by another one of their squadmates who is of less than stellar character (referred to hereafter as Deadbeat). The players must Charm (at -20 for Sibling Rivalry) the sibling into stopping the budding relationship (successful Intimidation will see them carry on the relationship secretly out of spite). If they succeed in either roll, Deadbeat ambushes the players outside the mess hall in a fistfight with some friends as backup. Combat lasts until Deadbeat and one of his friends is knocked out or for 5 rounds as a crowd gathers to watch the brawl. At round 6, a Commissar arrives and questions who started the brawl. The players and Deadbeat roll Charm at -10 for each of their side that’s knocked out or below half their starting Wounds. If the players are successful, Deadbeat is assigned to a Penal Legion. If they fail, they’re implicated as starting the fight and take -5 to Logistics as punishment.

76-80 It’s a parade! – The squad is chosen to escort the Regiment’s Colonel in a military parade after his retinue falls sick with food poisoning. One player must make an extended Operate (Surface) test at -20 for nervousness to drive him through the streets without crashing into onlookers or other troop formations. Those not driving are on the lookout for an enemy assassin in the crowds and roll Security or Perception checks at -30. If they fail all Perception/Security rolls, the Colonel is shot on their watch and dies (the squad loses their Regimental Commander’s previous trait; a new Colonel is promoted to the position and the GM chooses his/her Regiment creation trait given to the squad). If the driver fails all his Operate rolls, he eventually plows into the crowd at an unexpected turn, killing the assassin but seriously injuring half a company of soldiers. If the driver passes but the guards fail, he is able to drive the Colonel back to the Medicae tent in time to save his life; the Colonel will remember the driver’s actions and reward them at a later date.

85-90 If you will not serve in combat… - The squad is given the rare opportunity to choose whether they will go into a dangerous mission or serve in an unspecified duty on base. Going into combat sees the squad fight a Master-level opponent harassing the camp’s supply lines just outside of camp. If they survive, they are rewarded with the “Heroic Volunteer’s Ribbon” that grants +5 to Logistics upon completion of the mission. If they refuse the mission, they immediately take the assignment below.

95-99 …then you will serve on the firing line! – The group is selected for duty on the firing squad. They learn they will execute a squad of close friends for retreating in the face of enemy artillery bombardment. The squad can attempt an extended Stealth Test to break them out of the brig and stow them aboard a refugee ship leaving at dawn several kilometers outside of camp. Alternatively, they can volunteer to act as guards for the men and fulfill last requests (securing the last flask of Amasec from the mess hall, Charming a Jaded priest into hearing them confess their sins, etc.) If they do not break the squad out of jail or failed the last requests, they take 1d10 Insanity points for killing close friends in the morning. If they completed them or broke the squad out without discovery (or convincing sympathetic Guardsmen to look the other way), they gain 1d5 Insanity points and +10 to social rolls within the Regiment instead.

100 The Emperor Protects, and so do we! – The camp is visited by a Beatified Saint of the Ecclesiarchy to restore morale, escorted by a contingent of Sisters of Battle. The squad makes 3 Intimidate/Strength tests at +0 to get through the crowd and get a look at the Saint. Each Successful test grants a look at her shining figure and removes a level of Fatigue OR 1d5 Insanity points OR 1d5 Corruption points. If the squad succeeds on 2/3 of all tests, they eventually make it to the front of the crowd just as a corrupted trooper pulls a weapon at point blank range on the Saint. The squad has one chance at -30 to attempt to kill or disarm the killer. If they fail, the Saint is wounded on their watch and they take 1d10 Insanity points out of guilt for their failure. If they SUCCEED, the Saint has a private audience with the group and reveals a piece of crucial plot information to them, granted by a vision from the God Emperor. Their Logistics rating is raised by +10.

Edited by Fiddler27

bump

Random Table for RPing Warp Travel to a new planet. Simply roll 1d8 three times and offer the options to the group.

I've found it can cut down on the XP sink of all the Lores/Training if used sparingly. Players may choose to dedicate themselves to ONE of these paths.

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1 - Library - Players may spend time learning in the company library. If they Possess Low Gothic, they may learn one rank in any untrained Common Lore Skill. If they Posses High Gothic, they may learn one rank in any untrained Scholastic Lore Skill. If they have neither, they may acquire one or the other language.

2 - Firing Range - Players may spend their time at the firing range, learning how to use different hand held weapons. They may become Trained in any untrained Weapon type of their choice.

3 - Gambling - A member of the regiment has taken it on themselves to start up a gambling ring out of sight of the Commissar. The stakes are all-or-nothing, decided at the GM’s discretion, and the game may be decided by either an extended Logic test or a single coin toss. Ante-ing weapons or ammunition is not allowed, as it bears the penalty of death for all involved.

4 - Gym - There is an impromptu weight-lifting area set up outside the barracks. Any player who dedicates his time there can gain 1 Wound.

5 - Shipboard Service - The ship can always use a few more hands, and a guardsman can be put to work hunting vermin that plague the lower decks. The player is rewarded with either payment in Thrones Gelt or a Common Quality item not in his or her kit.

6 - Munitorum Stocking - The Regiment’s shipment of supplies came in just before Warp Transition and is still being categorized and filed away. Players can make a Deceive test to find and steal any item they want. The test is at -10 per level above Uncommon. If the player does not attempt to steal an item, they are can take their pick from a box of “extra” items that were shipped: A Telescopic scope, a Red-dot laser sight, or an undermounted shotgun.

7 - Founding Day - The Regiment’s founding is celebrated while in transition across the Warp. The celebrations carry on over multiple days and are actively encouraged by the Commissar and Colonel to keep morale up. Soldiers may remove 1d5 Insanity points for attending the festivities.

8 - INSPECTION! - The Regiment’s Commissar calls a surprise inspection. The GM should have a pre-written list of any contraband items the squad possesses. The players are given 90 seconds real time to write down all the items they hide from the Commissar. Every item on the players’ list is considered hidden. Any contraband item on the Commissar’s list but NOT on the player’s list is considered found. Charming or Deceiving the Commissar over a found contraband item is at -40. If unsuccessful, the Commissar executes one Comrade chosen by the squad leader as an example. The Comrade cannot be replaced until after the squad’s next mission.

I assume that Inspection isn't one any of the PCs would choose and instead can work in tandem at the GM's discretion at any time during Warp travel?

The commisar in me would like to point out that Shipboard service might be against naval regulations according to the Imperial Infantrymans Uplifting Primer.

9- Prayer: Players can go to the chapel and pray to the God Emperor or one of the many saints. This will remove an insanity point for each day spent in prayer. Or could lead to characters receiving strange visions and other weird things happening.

10-Raid If they have the regimental rivalry drawback they could try sneaking to the part of the ship where the rival regiment is billeted and sabotage, steal or ambush a few guardsmen. Of course if they get caught by navy personel or a comissar, hooo boy!

Yeah, Inspection is kind of like Busting on Blackjack when everything on the table is meant to be a good freebee.

Robin:

Agreed on Shipboard Service now that I think on it, but then again it's a cheap way for players to get items or currency for later Commerce tests with locals. And it can easily be massaged into volunteering to protect the Regiment's food supplies from said vermin.

I like the additions, though number 9 could become overpowered considering ships can be in the Warp for months or years at a time. Maybe lose 1d5 Corruption (with no effect on prior Mutations) instead?

Number 10 could be great and hilarious, but needs some kind of benefit the players take advantage of rather than risking their skin. Acquiring an item from the rivals' standard kit at GM's discretion?

Another bump. I just pulled from both tables to get my PCs who just split up a little fun. Thanks again.

Question - what beast profile would you use to spec out a random indigenous animal? Not something mutated or warp touched, just a rough and deadly creature with 1d10 tearing claws and 1d10+4 toxic (2) tail spines?

1d10 tearing and what's effectively 2d10 +4 are a bit much for an 'ordinary' creature. Would recommend something like gretchen stats for things that re normally not hat dangerous, but could come in large numbers (dogs, cats, etc) and using squig stats for things more dangerous individually. You can even reuse snotling swarms as swarn of hungry rats, or something.

The Rogue Trader books have a section on creating indigenous xenos, with the intention of random encounters.