Horrible Mistakes

By Artanyis, in Dark Heresy Gamemasters

Okay, this is more of an Banter Post than anything really important, but I wanted to see how GM's acted when their players did something REALLY stupid.

My first example (and i have several) is from a rogue trader game. Okay, so here is the setup and what happened. There are 4 players and a bunch of NPCs on a derelict frigate trying to salvage it. It is infested with Tyranids. They bring 4 6-man Guard Squads and the ships Head AdMech, an Explorator NPC I created to flush their command crew, named Dora. (yes, i thought it was hilarious, Dora the Explorator) Anyway, they get down to the Engineerum and find that it is literally crawling with Tryranids on the Engineerum floor and the players are up on the walkway 16 levels above. So for some brilliant idea they decide to split in 2 groups, the Rogue Trader, the Navigator, and the 4 squads (with sergeants which are flushed NPCs) go up to try to take over the Command Bridge. So the Archmilitant, the Void Master and the Explorator head down a level and a catwalk to take over the Engineerums Master Console to activate the reactors and void the engineerum killing on the nids. Well, in my opinion sending all of your troops to another place when you know there area is filled with enemies, but anyway. So they start going down the catwalk and the 3 of them are "ambushed" (they knew about it and walked right in) by gene-stealers and although the Archmilitant is carving a goodly hole into them they are massively out numbered and so he goes down, the explorator is damaged and the Void Master is also fairly hurt. At this point the total damage to the Archmilitant is some where around -18, yes he is very dead, so he burns a fate point, not that he has a lot of them, and I take over. I'm not normally one to kill players so quickly for their first really stupid mistake, so what I say happens is this. The last hit from the gene-stealer knocks a couple frags off his belt and his crumbling corps activates his Jump Pack flinging himself down the walkway knocking a couple gene-stealers off the catwalk, the exhaust blast from the pack sets off the grenades blowing a huge hole in the in the catwalk and knocking the rest of the gene-stealers off, the Explorator and the Void Master manger to actually grab onto the unconscious Archmilitant and ride him to the end of the catwalk. So long story short they finish their job and everyone survives becuase of the way i decided to deal with the burned Fate Point, although both teams took casualties.

The other great story was more funny and not quite as dangerous. The players are in a dark heresy campaign and are under orders to be inconspicuous. The first 2 out of 5 make it through customs just fine, the 3rd, a psycher with badly forged papers tries to influence the mind of the arbite to get him through. he rolled a 9, then a 43:

"Spectral Gale: Howling winds erupt around the Psyker, lifting him slightly into the air and forcing both him
and anyone within 4d10 metres to make an Easy (+30) Agility Test or be knocked to the ground."

One of the other players decides to "help" by throwing a hallucination grenade, he tried to use slight of hand and concealment so not to give away that it was him. It fails and now there is a full blown fire fight and nearly completely blowing their cover, 2 of the players end up being branded as terrorists by the arbitus and making their jobs a whole not harder becuase now they had to avoid the arbitus and as well as keep their missions secret.

So, I would love to hear about any fubar situations your players have been in.

I am curious: how did you expected them to handle a "failure of papers at the airport"? What way did you inteded for them to get out of this without ruining their cover right from the start?

I´ve often voiced my general answer to postings like this and took flak every time...so, don´t take it personal, ok?

If you declare the actions of your players as "stupid", in general, they aren´t. They probably just thought it would be fun to do it like that OR you and your players had different ideas on how to play the game or the situation.

It´s difficult, but probably your players had the general idea of: We are the heroes, we kick the door in, flatten the tyranid resistance and take the objektive like real men.

Your idea was probably more along: Hush, hush, don´t make a sound, if they can sneak in, it will probably just end up in a running battle for their lives.

Most of the time i would allow the players for the heroic version, as players tend to have more fun with that, but the sneaky version also has potential. But sometimes you have to drive your point home with a hammer.....i.e. by having the tyranid horde devour the last nibbles of a space marine squad to demonstrate that *fighting* the tyranids would be a really bad idea.

As to situation on a space port derailing completely: What should he have done? The player wanted to get through, not be caught like an idiot on the premises while loitering for hours (effectively being left out of....everything?). So he tried to get in with his false papers. Ok, they were bad, but there was not really an alternative, right? He tried to do something in his power (manipulating the security) and failed. Again: There should be consquences, but ultimately someone thought "i should help him" - tried throwing in a nonlethal grenade and failed. Again - good use, good idea.

In my view it doesn´t warrant a TPK. They should be allowed to escape, but the police should be on their heels, making things more difficult. But not impossible.

Well, as along as you're prepared to live with it, no 'mistake' is too horrible, whether it's DM- or PC-made. Some actions (again, both PC and DM) might really seem strange from a certain (or any) point of view... but what the hell, we're playing a game here after all. As long as everyone enjoy it, it's alright happy.gif

To name but a few of bizarre incidents of our own making:

On one occassion our resident psyker went AWOL on the rest of the group, using his (rather impressive) pyrokinetic powers to wipe out a whole mission sector full of people, plot hooks, loot, etc... all to prove a point to another player (a priest) and for the thrill of it, I suppose. He really regreted the decision and asked for 'playing it back a step'. So, we simply agreed that everything that transpired was kind of a precognitive vision. Not that the psyker (and the priest who provoked him) went unscathed for his antics. Their souls were forever linked by the power of the Warp, which - in game terms - meant they now shared wounds, insanity and corruption points. You know, it really worked; both players stopped bickering. It brought about some unforeseen consequences in the future though... but that's another story.

The other time the group was fighting a genestealer broodlord. My dice rolls for the poor chap were awful, so this supposedly mighty adversary spent three rounds on missing PCs and failing to dodge their attacks. Really, it was truly a miracle he survived this long. At the start of round four broodlord - blinded, deafened, castrated by psychic fire and bleeding from a two dozen wounds - charged an arbite (PC) standing in front of a window. For a change, his attack was actually a hit... only to be dodged by arbite. Miraculously surviving yet another round, with his arse blown wide open by a shotgun point blank shot, broodlord decided he had enough of it and made it for the window; my acrobatics roll was 98 so broodlord missed the window and went straight through the wall... Well, he tried to. Strength roll yielded a result of 100 with subsequent toughness test being 97. And so with a mighty 'thudd!' vile xenos lost his last wound and died ignobly, his only victory in snatching the pleasure of killing him from the players.

Then there was an inquisitor who hit a working electric socket with his metal rapier while wearing a full plate metallic armour and staying on a wet floor... a hideous death: being electrocuted while learning to fly in clouds of hallucinogenic gas as his grenades cooked off...

Not to mention the tech-priest who went about 'improving' a taxi in every game the group used one. Every time it ended up with machine being blown up to bits and taxist being killed with extreme prejudice (the last one - seventh or eighth, i don't remember - was actually shot in advance, 'just not to break the tradition').

I need to clarify what I mean by "stupid mistakes" I by no way mean that the players are stupid or were idiots in anyway. I mean that it was a mistake that could have been avoided and the situation could have been avoided with a little extra fore thought.

I apologize if i made it out like I was depreciating the players, that was not my intention, I wanted to create thread about some funny events that were not planned. My players agree that these events could have been avoided if they had thought things through, and that they had all of the information that they needed.

As for as how they were supposed to get though customs i had several ways for them to do that, the easiest was that I had placed one of the other players in a position of power in the Arbitus in the city before the other players had arrived. All of the players new this and still not a one tried to get in contact with him before landing, nor use his rank / connections to get them through customs. They instead tried to use individual skills to get themselves through instead of using the resources of the team, that all the players were very aware of. They also could have bribed the customs worker or found a smuggler outside the city, I had prepared multiple silent ways in. And as for how the arbitus acted towards them I in no way made it impossible for them to continue their mission, I just made it harder becuase they were being tracked and hunted for most of it. At that point the players did actually start making use of the resources they had available and were able to work together and complete the mission in actually a very spectacular and impressive way that combined both stealth and a show of force. I ended up giving them extra XP for this mission and they gained additional influence in the inquisition and have a reputation as a team not to mess with.

I again apologize for making it seem like I was knocking on my players, that was not my intention.

Erborn, those are the stories I was talking about, funny unforeseen consequences that were created by the players. I especially liked the story about the "premonition" and linking their souls, good idea, fun and an interesting twist. :-D

As far as with the gene-stealer, that's fairly epic, died like a fly on the wall. I had a similar encounter with my team fighting a Gene-Stealer Broodlord, although this was one of the instances where the players took their time to plan and think and brought 50 Arbites to the fight and some chemical weapons there were known to inhibit the gene-mutants that the Broodlord was creating. It was in no way a fair fight, the Arbites and players slaughtered the mutants the broodlord... I was both proud and sad, becuase it could have been a really interesting fight, but I was quite happy with the planning and execution the players provided.

And by the way, electrocuted by your sword in an electrical outlet while standing in water... that is epic :-D

Actually from DW, but whatever.

Party was fighting their way though a defense laser, trying to disable it. They're in the power room, fighting drug-fuelled well armed mutants.

Tactical marine fired a Krak missile to hit the "boss mutant" a big thing which regenerated quickly and hurt a lot in close combat.

Shot missed, scatters onto the central power node, which I had specifically stated would take the whole laser out in a massive explosion.

One party worth of burnt fate points later...

They won, objective completed, along with any chance of them sneaking off without fighting an armored company.

Which they did survive, and even fight well, but that is another story.

Poor choices, and terrible luck conspired for that one.

Party was sneaking through a ship full of dead in Kryostasis, accompanied by a killteam of enemy Stormtroopers which they could, through the events of the previous session, to ally with them (Kind of a convoluted story). Sneaking by the guards and skillfully jamming the Auspexes, short of the command bridge they get detected by two of the ships guards-no big deal.W

The Psyker heroically attacked them with Biolightning, promptly summoning a Bloodletter into the ship via Perils of the Warp which proceeded to destroy the unlucky guards, two-thirds of their allied kill team and sending the Assasin of the Party into shivering Shock before being crushed by the Tech-Priests Energyfist. So far jast unlucky rolls, no terrible decisions..

The Priest, already feeling absolute invulnerable and King of the World in his brand-new salvaged Power-Armor and Tons of Bionics proceeded to unlock the Bridge Doors, where they were greeted from a hail of Assaultcannonfire from the Command-Thrones integrated weaponry. The Acolytes hastened into cover, save the Tech-Priest, who, absolutely convinced of his superiority, strode forward, pointed his Xenarch-Death Arc and shouted something like "Die in the Name of...."...and promptly rolled a weapon Jam. (Shame his holy Machine-Oil didnt work on unsanctified Xeno-Tech). Standing in the open. Before a Assaultcannon. With an Ag of 19.

Next Round: Everybody holds breath while I roll for the Assault Cannon..01...the Tech Priest promptly burned a fate point und subsequently only his armor and some of his bionics were shredded and he fell unconscious to the ground, full of fresh bullet holes. Sure wiped that smug sense of superiority from his face :>

Luckily for him the Rest of the Party destroyed the weapon and thanks to his Autosanguinators and some quickly applied medical aid only lost most of his Power-Armor. and a healthy chunk of flesh and bitz. And his sense of Invulnerability of course.

(The Psyker later managed to roll three 9s with a Psy-Rating of 4, deactivating all technical devices of the Tech Priest while he was in melee with an asassin with an Lathe-Blade and shoot Lightning everywhere, but this is another story..)

That last one was the greatest thing I have ever heard, hands down, tell the tp to keep up the good work XD

btw talking to erborn, sry if the placement of the post confused things

Kronus, that is awesome. In a similar situation I had a player (who was carrying grenades and breaching charges) decided to run down the command corridor of an Eldar ship, toward the bridge, I had mentioned there were twin-linked shuriken catapult turrets on either side of the hallway... he did surprisingly well for sprinting head long through a deathtrap with only 2 wounds... had to burn a fate point anyway, but still. Anyway, weapon jams are the Emperors way of saying "Don't use that gun!"

I also wanted to drop in a short story about my players that isn't as funny, and I probably should have given them some corruption / insanity points for... But the players were to capture a Heretek alive, hard thing to do when he has portal technology. Anyway, the Scum, with chem-use, came up with a plan to change the chemical in hallucination grenades with somna. For those of you who dont know what somna is, it's a sleep chemical that can make the user look like he / she is dead. Now it is a VERY potent chemical and needs to be carefully administered or it can cause the user to fall into a coma that looks like death. it takes a -30 medicae test just to determine that they are alive, and another to wake them up. Not to mention that they can die in the process.

So, the Chem-Use Scum and the Armourer Assassin actually succeeded on working together to create these somna grenades, they managed to find the chemicals, come up with enough money to buy 2 large doses and pass all the checks to make the grenades. The first one was used to escape an ambush and effectively killed everyone in the hotel and some on the streets (this is an imperial world, high tech rating) so, 43 "dead" including the cultists. Later they used to other to subdue the target, after some fun will based combat. Except that the target was at the governer's pavillion (big capital style building) and so they had another 38 deaths on their souls... well, 2 of them did at any rate. Its creepy how effective players who think and work together are. Their Inquisitor is a radical and is an End Justifies the Means type of character and he would not mind the civilian casualties since they were near a traitor and heretek.

Once, the Scum in the party was in a pretty bad shape, having gotten blown his arm off by lasgun fire and been healed to 1 wound by the psyker. Then he decided it was a good idea to put his head inside an amorphous Xeno

He died

Wow... putting your head in the lions mouth... there had to be some reasoning behind that one?

The game I am running involves the retinue being forced to destroy a space hulk full of orks and stealers. And since I can't hit the broadside of a barn with the orks and their nobz, akin to the broodlord, I throw six heavy stubber orkz and five snazzgun nobz, plus a dozen grenade armed grotz for some flavor, at the party. As they had already killed over three dozen orkz and nobz without any injuries, they laughed and snickered. Their assassin said, "I got Hard Target and Hip Shooting, watch this guys!" and proceeded to run in front of all the orkz flipping them the bird, and killing a grot with a bolt pistol. About two dozen hits later, as a wall of lead thrown from the ork weapons smashed the assassin apart, the psycher asked, "Now is a good time for regeneration, yes?" and promptly got himself sucked into the void. The storm trooper, in full carapace, was shocked when the grenades took both legs off. He didn't expect all twelve to land at his feet. The tech-priest followed the assassin, as he was next to her when the stubbers opened up. The second team, for some reason, isn't as brazen or reckless as the first. I wonder why...

Guess it has something to do with ghosts of their predecessors. It really WAS their fault though; never ridicule the foes thrown at you by GM. Besides, with a bit of creativity (and if not for such an epic failure on psyker's part) they could have easily survived the encounter. Probably happy.gif

A cautionary tale against lashing out too hard on your players however: In our latest (and rather short-lived) DW session, where I was - for a change - a player, our kill-team was given a 'monumental' task of sneaking behind Chaos battle lines and doing some 'scouting'. An insult in and of itself, since the specifics of the mission provided by GM suggested it was a footslogging routine worthy of IG, not the Emperor's Finest. When trying to point that out to Captain of the Watch (a Space Wolf with bad manners who briefed us in the middle of a drinking session, no less!), we were ridiculed and mocked by him. Somewhat bemused and trying to come to terms with the insignificant nature of our mission, we finally decided there was some hidden meaning to it, something we didn't know. And guess what - there was! Once upon arrival we met another kill-team led by yet another Space Wolf, who once again mocked us, telling of how we must 'prove our worth' and - an additional insult - providing a guide. A guide! Like we were children unable to work out a sound battle plan! To top it all, the guide (a Raven Guard space marine, which means he must be an expert of covert ops) came up with a 'brilliant plan' of bypassing enemy lines, which included traversing a vast expanse of water by foot, then emerging on enemy-held beach under the cover of the night, making it past the sentries he conveniently forgot to mention (but who were ought to be there), and doing it all covertly. Oh, and I forgot to mention, we're speaking 1st level space marines here, not 8th level veterans, and one of those was a techmarine with an Agility score 37 and a most unsubtle powered armour.

So, instead of playing along and getting ourselves gloriously killed, we wished the guide to get lost in the warp and developed a plan of our own. In hindsight, it was a bit 'over the edge', but it looked sound at the moment: we raided IG hospital, liberated some recently deceased soldiers and used their remains to disguise ourselves as renegades. The most difficult thing was to hide our aquilas and Deathwatch trademark - silver arms, but some human skin stretched with razorwire did the trick. Disguised in such a disgusting way, we crossed the frontline using an offensive launched by IG to cover our tracks. The most difficult thing was to remember to switch fire from Chaos scum to the backs of Imperial guardsmen when we approached the enemy front trenches, but we persevered.

At the culmination of our mission, after successfully taking out a number of enemy artillery positions, we caught up with the very same 'allied' kill-team. 'Dear allies' outnumbered us two to one, accomplished nothing by themselves, but yet again denigrated our achievements and scorned our methods. Eventually they departed, making a lot of noise over the greatness and importance of their our mission and crying to the high heavens to report our 'failings' to the Deathwatch Command.

A bit later, however - after doing some field research and coming to a conclusion our Most Noble And Successful Allies actually did nothing but to create new obstacles in our own mission - we found ourselves unwilling witnesses of a battle between that very same DW kill-team and a score of Chaos space marines. We immediately intervened on our allies' behalf... and my first aimed shot blasted the brains out of an NPC Deathwatch marine. The back of his head was such a sweet target. So defenseless, so unable to dodge... And as I said, the guy was REALLY annoying.

Now we all play pranks like that from time to time and usually 'take it back' when other players object, so I fully expected to replay the last action, shooting the Khorne berserker instead. Imagine my surprise however, when other players took it as granted and joined in a glorious slaughter, shooting indiscriminately into the melee. GM was speechless - his shocked face when we all (without any preliminary conspiring on our part) decided to wipe out the now-hostile kill-team is one of the memories I will treasure always gran_risa.gif

To my great sadness, I wasn't present during the next game, but from what I heard the thread continued, with our fearless Librarian taking out a mighty champion of Chaos... only to usurp its mantle of leadership, taking control of a whole warband of Word Bearers and World Eaters space marines. Guess we all tired of being 'noble and pious' by then; needless to say, the DW session pretty much died out after that last action. Lasted two sessions in total. Hmm... maybe we will revive it in the BC... demonio.gif

... I have had players spontaneously change sides, especially during a fight, but I don't think I have ever had all of them do it all at the same time and just run with it to that effect... simply, NICE gran_risa.gif

...scarecrowm41a...
Nice job. Players too often forget to fear hoard, and its a valuable lessen to let them learn that when things are going too easy, it means that things are about to get MUCH worse. Nice story there.

Well the 'mistake' for the acolytes I gm is they were in a space hulk. The psyker and assasin entered a room full of sporemines which the psyker shot causing a gas to fill the room. The psyker had a re breather so he was fine, The assasin..well not. The assasin passed the toughness test and i threw a 'bad'(fun!) effect in. He saw the fire the psyker throwing out as cotten candy and the zoanathrope as a lolipop. He also sees a talking pelican(which appears ever often or so)

Our team will (semi)confidentely stride into weapons fire by any mutant horde, they're weak and inaccurate.

But as soon as the mutants with "rickety autoguns(DM's description of poor quality guns)" show up, everyone ducks for cover. They're appaerantly the sniper elite of the mutant bunch because our DM always rolls headshots for the bastards and we've had 2 combats with 6 rounds of me being hit in the head...

**** mutant sniper brigade....

Not Very stupid but still a mistake.

So I,ve decided to risk it again and do a more 'social' mission, as in, the acolytes had to run here and there getting tribute, giving tribute away..etc..for their Inquisitor in preparation for the Calixis Cup meeting. After that I had planned for a semi-isolated mission in some colony or Frontier world hunting down...hum...something-something (as some may be listening in)

So they split up to cover more tracks; 2 goes down in the underhive to see a crimeboss, the psyker goes to see the astropath (easiest one of the lot) while the nun and the arbites (who turned NPC quickly) went to see a couple of Inquistiors to get tribute from one and give it to the other.

Everything went all right, the underhive group had a few battles, but everyone managed to do their thing, report to thier Inquisitor and were instructed to wait for further instructions.

3 days later, their Inquisitor calls them to congratulate them...for their failure. The Nun forgot to face-slap an Inquisitor (part of the tribute that must be given), which crapped all of their =I='s carefully planned...well, plans, scrapped the tradition etc etc...so now they got a redemption mission do to, going to pick up some Dark Eldar astropathic jammer beacon in some backwater civilized world, one which the unface-slapped Inquisitor's cell ( a previous campaign as well) came face-to-face with the Xenos. Oh, and they must be super sneaky too, enough for the Nun to hide her fleur de lys tatoo with a crème of sort and dying her hair instead of just shining her power armour for social reasons.

Another funny thing is that the PCs doesn't even have an idea as to which Ordo their inquisitor works with.

had another one last night. same group, second string team, sent to find last team. they brush off the few grot ambushes with ease, and when i try to spring three mega armor nobz on them, the three melta guns they brought (seems these acolytes where more paranoid about super tough enemies for some reason) cooked them something fierce. a few more rooms explored and they encounter a genestealer, which they gun down with ease, much to my dismay. the new psycher then proclaims, 'I am going to see where that space beetle came from, ALONE...' and walked off, while the rest of the group nodded and stayed behind. the second stealer separated his right arm easy enough, while two burned fate points kept his chest from completely being torn to pieces, but he ain't pretty no more. the look of 'Awww crap, they didn't follow me,' on the psycher's face when he looked for help was priceless. the storm trooper informed the psycher that he was the only one with medicae training, which meant that he most likely will succumb to his wounds once they continue on. and this was after i gave them ample clues as to how dangerous stealers are.

Ahhh, gene-stealers, how I love them, and how players forget that they travel in swarms and get 4 attacks that rend and punch armour. ( ^_^ )

Our Ascension level party encountered a Deathwatch Epistolary on a lookout for a space marine renegade. Now, imagine the scene: underhive, doom, gloom and all that. The group only consists of four players. The very same renegade space marine (it's a long story), who is half an underhive away at the time, brooding in his lair. Callidus assassin and a Stormtrooper who are both content sitting on their hands, staring in awe at the "Imperium's Finest". And a small and unassuming sanctioned psyker.

And for some reason party's psyker decided he could take on DW Epistolary. It was an epic battle of wills (more between player and DM than between the character and NPC), and in the end - guess what! - mighty space marine was knocked out! He took two Soul Killers in the face in a row, and then was Psychic Shriek'ed up to Fatique level 10+, and fell unconscious. Poor chap even burned two fate points to avoid being killed on the spot.

DM cheated in the end though, rapidly throwing in a Devastator marine armed with heavy bolter, who ripped psyker to shreds sad.gif

So, instead of looting the corpse of plot-armored Epistolary, the group found itself on the run, searching for dangerous chaos sorcerer and running from the Epistolary and his kill-team. We moved from one system to the other, staying one step ahead of the pursuers, until DM dumped us on an ork-controlled planet deep in the greenskin space.

Unwilling to admit defeat and to call for help (which would have probably resulted in the arrival of the above-mentioned Epistolary), we came up with a plan based on a simple truth: "if you can't beat it, assume the leadership over it". My SM was disguised as an ork warboss-wannabe and went straight into the ork camp, killing the original warboss and taking his place. Callidus fell in just nicely, taking the appearance of an ork, and we also made some disguise for Stormtrooper...

So, at the end of things - instead of hunting for chaos sorcerer - we found ourselves at the head of an ork tribe. A bizarre turn of events none of us really came to terms with. For himself, my character has three questions flashing in his mind:

1. How the hell we ended like that?

2. How to get out of this mess in less than a century (to make things really "wonderful" our ork tribe is primitive, with no access to starships)?

3. What an SM with all his tacitcal lore (+10 in every field of expertise, including DW and general Space Marine combat doctrines) can do at the head of an ork army? demonio.gif

1) Good question. I have a friend here who would like to have a word with you. Name's something like...Tzintch, don't remember it accurately. Said something about "not having the right to be more random than him"... :D

2) Very good question. If you can make the orks believe whatever flies in space, it will . But then again, you yourself might not be so sure about it. Do you want to venture the warp in a Gellar Field-less piece of land that holds on together just because its occupants believe it is capable of space travel? Your call.

3) Lots of goodies. Mostly a Waaaaagh! against whoever pisses him off.

If your party is really unhappy about that DW team who f***'d you up, you could call for their help. Make them come to this planet, wipe them out with your ork army and your knowledge of tactics - the element of surprise - and steal their vessel.

But it might not end well, of course :) Especially if they're still plot-armored.

I have two such stories, one more predictable than the other.

The first involved an Assassin, classic black bodysuit plus a mask he never takes off. The other players had been complaining that he'd had things all his own way for a while so I decided to turn his outlandish appearance against hin. Next planet they're on, they have to pass through Immigration. Immigration requires a blood sample, headshot and registration of all weapons. Predictably, this is like pulling teeth from the Assassin. It would have been a slow, but successful process, had not the Assassin decided to nick one of the officers with his neurotoxin-coated dagger. The entire party promptly got arrested.

The second is quite recent. In our last Rogue Trader game, the Master of the Guns got shot by a thermal lance - the kind used to cut through hull plating. For some reason he chose not to use a Fate Point to re-roll his Dodge (Bearing in mind the party knew exactly how nasty these its were, having seen a combat servitor cut in two moments before). He took about 27 damage and ended up having to burn a Fate Point to survive

I'm a relatively new GM (also a first time poster on the forums), but one my groups more recent sessions had us all laughing. The party was on an agri-world investigating the dissappearance of more isolated farms (think Tremors). At the site of the most recent attack, they Feral Psyker and Void-Born Assassin entered the farmhouse to look for clues as to what might have happened. They heard a noise from up in the loft, and when the assassin moved to investigate there was a shriek and a knife thrown into the ladder. The psyker believed it would be a good idea to slip up into the attic behind the survivor to subdue it (using a power that escapes me at the minute. Survivor freaks out, tries to attack him, they finally get the poor kid calmed down and eating while the rest of the party finishes investigating the remaining farm buildings. The party regroups in the farmhouse where the assassin and psyker have a discussion right behind the survivor over whether they should have knocked him out, tied him up, or simply killed him out right. Kid freaks out again and after trying to attack the assassin runs screaming for the door only to be subdued by the guardsman. He manages to get the survivor calmed down again until the assassin and psyker pick up the conversation again ,. He runs yet again, this time escaping. So after all the combatants I've thrown at my party, it's a non-combantant NPC that makes utter fools of them.

In the first DW game that I ran the kill-team made a crash landing to a surrounded imperial cathedral. Well after assessing the situation a while they choose to storm out of the place guns blazing and surprise the enemies. So the teams assault marine, and the elected leader, tries to make a grand exit by flying through the big windows... he throws a nice 99 for piloting and slams face first to the wall next to the window. Because this great slam alerts the enemy to their presence they almost get gunned down when they emerge from the cathedral and have to make a hasty retreat back into it...