And it was quite the fun!
Epic scale, yet it still kept low key enough that the scale of it all may still seems too much for humble Guardsmen (compared to, let’s say, Acolytes) or at least will only overwhelm them when the conclusion is showing its ugly head. The NPCs present are also well fitting and the description are enough to shape them out that they are not all the same with just different coloured uniforms. The Regiments presents are also different enough to allow for good RP opportunities as well. And while chapter 2’s missions are more straightforward militaristic missions (blow this up, kill that guy, go save that shuttle who got the info) to satisfy the guardsmen careers, the (non-combat) support careers would also have enough time to shine, mostly with NPC interaction, with the Tech-Priests having perhaps a more direct ‘usefulness’ if one can say so.
The only part that I found less interesting (almost too obvious really) was the Captain’s slow descent into a nervous breakdown; first only wiggling about an unopened lho pack, only to end up a nervous wreck, chains smoking, drinking stale and cold recaf and sleeping into his uniform. For someone who is supposed to be friendly to fellow officers and even to the troops to some extent, I believe his condition would be the buzz of the Depot, with fellow officers (and troops) trying to help him in some way. I suppose this was put on in case the guardsmen PCs are too oblivious to what he/they are doing and simply obey without question (as it is expected from Guardsmen).
All in all, a good ‘typical’ campaign: faulty intel, horrible planetfall, Military politics in full swing, a Lord Commissar (now with extra #BLAM#), untrustworthy PDF, self-important quartermaster…
What did you guys think of it?