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.