Some help

By Pygme90, in Dark Heresy Gamemasters

Hi!

I am just about to start writing my first own adventure, having only played pre-made before. I know that this forum is not for writing my adventures, but I would like to ask for some help. :)

I was planning an adventure featuring traitor guardsmen, tainted by chaos obviously. The thing that is a little hard for me is:

1. A theme. How the acolytes are sent in. I have read much lore, but not very much involving traitor guard. Do they travel between planets? Because I think it would be pretty hard to go in against a planet full of them with a small group of acolytes. Another thought is infiltration. May that work?

2. Can anyone help me out with stats for the guardsmen? My PCs just reached rank 4 at the end of our last adventure, so they should be challenging but still killable. ;)

3. I was thinking of featuring one or two demons, any kind you guys recommend for level 4 PCs?

Thanks!

Viktor

Pygme90 said:

3. I was thinking of featuring one or two demons, any kind you guys recommend for level 4 PCs?

If they (the traitors) are followers of Khorne then Bloodletters would be a nasty challenge, or Slaanesh Daemonettes are fun as well. IIRC the stats for both types are in the core book.

Pygme90 said:

...

1. A theme. How the acolytes are sent in. I have read much lore, but not very much involving traitor guard. Do they travel between planets? Because I think it would be pretty hard to go in against a planet full of them with a small group of acolytes. Another thought is infiltration. May that work?

2. Can anyone help me out with stats for the guardsmen? My PCs just reached rank 4 at the end of our last adventure, so they should be challenging but still killable. ;)

3. I was thinking of featuring one or two demons, any kind you guys recommend for level 4 PCs?

Depends on what kind of Traitor Guard. You may have simply a small group working admist a fully fledged army group, or that said army group is all Traitors. Whatever you would like. Depending on that though, would lead to the resources they'd have. If it's a large group though, I'd fully recommend infiltration instead.

Well, with the comment above, what were you thinking of (Squad of normal guardsmen, a sophisticated group of highly advanced individuals, etc etc)? As well, what are your PCs? How are they combat-wise? That's always good to factor in.

Hmm. With above considered in (not knowing your PCs), I'd say lesser daemons, astral spectres, dispayres, etc. Just little things in the back of the main rulebook.

Fideru said:

Depends on what kind of Traitor Guard. You may have simply a small group working admist a fully fledged army group, or that said army group is all Traitors. Whatever you would like. Depending on that though, would lead to the resources they'd have. If it's a large group though, I'd fully recommend infiltration instead.

Well, with the comment above, what were you thinking of (Squad of normal guardsmen, a sophisticated group of highly advanced individuals, etc etc)? As well, what are your PCs? How are they combat-wise? That's always good to factor in.

Hmm. With above considered in (not knowing your PCs), I'd say lesser daemons, astral spectres, dispayres, etc. Just little things in the back of the main rulebook.

I was thinking a small group of "raiders". Just to keep it pretty simple. A group of guardsmen hiding at a planet, ambushing and killing civilians.

I want stats for common guardsmen, but a bit more chaos, so to speak. Also some kind of bigger leader. Like a traitor commisar or similar. Maybe equipped with a chainsword and some other good equipment. My current group consists of: 1 assassin, 1 guardsman, 1 psyker, 1 cleric, 1 arbitrator and one tech priest. They are pretty good combat wise, except lacking close combat punch. Most of them focus on ranged combat.

Would anyone recommend the tattered fates book? Maybe I will play that first, because our next session is friday and im not sure that I will be done by then.

Thanks

Viktor

It starts with a report that caught the Inquisitor's interest, like usual. For a nice twist, date that first report as a year, five years, or ten years old. For whatever reason, communication between the imperium and the planet is not at it's speediest. Maybe it took 5 years to get a replacement astropath, or maybe there's a 5 year communication backlog. The situation is significantly different than the acolytes expect.

Look at the demonic powers that you can gain, like unnatural toughness or whatever. Think of what a group of guardsmen would bargain for in exchange for service, and run with that. Add that onto a template that fits (I think there's guardsmen templates in the game) and add an extra +10 to toughness and either BS or WS depending on their focus. Add in a few skills they'd have acquired, and you're done.

The real question becomes... *why* are they raiding towns and villages? Are they slavers? Are they looking for something? Are they *hunting* someone? That's where the *real* investigation begins.

for guardsmen i would use stats of roughly 35-39 for WS BS S & T and 20-25 for the rest and then use the skills and weapons in the guardsman entryin the corebook.

and flatline makes a good point you need to know why these guardmans are acting as they do

well, a simple out for guardsmen is to simply use the Kill Squad trooper and replace all SP weapons with a Las weapon and their carapace armour with Gaurdfalck. For the leaders of the rebellious forces, combine the Kill Squad trooper with the Magos. Keep the equipment from the kill Squad Trooper, take te best stats from each, and, bam, instant cult leader guardsmen fella.

But to echo TheFlatline, you RERALLY need to figure out WHY this group of guardsmen sold themselves out to chaos... that will dictate most all your choices.

Graver said:

But to echo TheFlatline, you RERALLY need to figure out WHY this group of guardsmen sold themselves out to chaos... that will dictate most all your choices.

You could also read the first book in the Eisenhorn series for inspiration on this. In a nutshell since everyone in the Imperium is molded from birth to obey without question they could just be following the orders of one who has authority over them. In other words they are not the truly guilty ones but just following orders. That could also give your players some good role play options as they try to convince the (in their own minds) innocent guardsmen to turn on their erstwhile leader, that could then lead to some creative future contacts.

guardsmen or any imperial citizen can turn triator quite easily without knowing it

it can be something as simple as developed love for bloodshed from being overused in combat

to something as complex as small minipulations over years to change thier outlook on reality by an acomplished cultist

you have a lot of options availabe to you so play with the idea a bit maybe read some good blacklibrary books before you introduce your pc's ot thier new mission