I have no idea how Only War will play; no idea what types of player objectives there’ll be, or what style of play will be encouraged... but one can still guess that small unit missions will probably be the name of the game. With this in mind, does anyone feel like joining in and working on a D100 random mission generator?
I’ll get the ball rolling…
1. Hearts and Minds. The players are ordered to engage in a “hearts and minds” meeting with the leader of a local community on a war world. The community is not expressly hostile to the Imperium, but is ignorant of its ways, and the players are expected to meet with its leader and secure his community’s agreement to assist in the war effort. How will the players react to the weird and/or sinister/heretical local customs they observe?
2. Special Duties. The players are seconded to a Commissariat special duties unit, and tasked with the observation and capture of a regimental officer suspected of treason. To complicate matters, the officer is a decorated hero, and the Commissar they are working under is a known paranoiac…
3. Never meet your Heroes… The players are assigned to act as equerries to an Astartes officer. They rapidly discover that he is a cruel and vicious individual, with total disdain for their “human” martial abilities. Worse, he cares nothing for their personal safety and expects them to keep up with him in the execution of his duties. How often will the players allow themselves to be placed in harm’s way for their superhuman master?
4. Parlay. The players are selected to communicate terms to their foes during a brief parlay. Naturally, the Imperium’s terms are unconditional surrender. However, the player’s enemy offers honorable and beneficial alternative terms that would allow both parties to recover their wounded and dead. How do the player’s react when faced with evidence that not all of the Imperium’s foes are monsters?
5. Decimation. After being separated from their regiment to conduct other duties, the players are ordered to act as a firing squad. To their horror, they discover that they are expected to participate in a literal decimation of their own Regiment, which is being punished for cowardice. They are expected to shoot every tenth man in the entire regiment, an act which will take all day and involve the death of hundreds at their hands. How do the players react?
6. Bodyguards. The players are required to act as drivers and bodyguards to a senior Guard officer of the General Staff. After a dull night escorting him from social event to social event hundreds of miles safely behind Imperial lines, the players find him sobbing over the corpse of a local joygirl, clearly dead by his hand. How do they deal with this situation if he orders them to cover it up?
7. The vanished. After working directly under the command of the Ordo Malleus as part of an indentured Inquisitorial detachment, and having successfully repelled a daemonic incursion, the players discover that the members of their regiment are disappearing one by one. What is going on? Have the daemons returned, or is the Inquisition covering up its tracks?
8. The prisoner. The players are tasked with transporting a xenos prisoner through enemy lines to meet with an Ordo Xenos interrogations squad. The xenos is fiendishly cunning, and resorts to every kind of devious ruse to ensure its escape.
9. The runners. Comms are down. Someone has to get this message back to HQ, at the double! We need runners! And an escort for the runners, naturally.
10. Medic! The players must assist a medic in the execution of his duties. However, they discover that the medic is in fact in thrall to a warp cult, and is secretly killing all those in his charge.
11. Forgers. Another one of HQ’s crazy schemes… Flood the enemy lines with counterfeit currency, crippling their economy. The players must infiltrate the enemy lines and give away the equivalent of billions of thrones to criminal elements. Will they resist the temptation to spend on their own behalf on the way?
12. IPD. During a particularly vicious campaign, the players encounter a captured Imperial Guard sanctioned psyker who has been abandoned by the retreating enemy. He has been tortured and left by the roadside attached to an explosive device that will go off if he is moved. His misery, focused through his psychic abilities, is causing waves of disorientation and sickness among the advancing troops. He has in effect been turned into an improvised psychic device. How do the players deal with the situation?
13. Foragers. The players are ordered to forage for supplies by their commanding officer. The only place where they might be found is on a nearby farmstead: however, this means stealing the last grain supplies from starving local civilians. How do the players deal with this dilemma?
14. Sniper duel. The players are ordered to reconnoiter a nearby human village. During the course of doing so, NPC members of their platoon are killed by sniper fire. The players must engage in a sniper duel with a skilled and ruthless opponent.
15. Guard duty. The players, recovering from a vicious military campaign, are given some peaceful guard duty by their superiors. Sadly, they happen to be on duty when the enemy decides to send a special forces group to attack their position by night.
16. Beachhead I. The players are the first off their Tetrarch Heavy Lander, and must push through miles of fortifications and barbed wire to capture the first of many command bunkers.
17. Beachhead II. The players are minding their own business, manning their part of the trench line, when the enemy lands a massive invasion force within 200 yards of their position, using heavy landers. Can the players repel the invasion?
18. The magnificent seven. The players are part of a scouting force sent to reconnoiter a nearby civilian settlement. During the course of their mission, the enemy attack. The players must inspire the civilians to rise up and defend their homes against the enemy force, using whatever weapons are to hand.
19. Commando I. The enemy occupy a position guarded by a powerful void shield generator. The players must travel to the position in civilian garb, evade enemy patrols and sabotage the generator, timing their attack precisely with a major offensive.
20. Commando II. The enemy orbit the planet in a vast spacecraft. The Imperium cannot defeat this vessel through main force with the meager assets available locally. So they opt to send in a suicide mission, consisting of the players, to infiltrate the ship and destroy it from the inside.
21. Mincemeat. The players are ordered to carry a dead body, which wears the uniform of a Guard colonel of intelligence, and which carries forged papers, to within a safe distance of the enemy lines and then leave it at the manufactured site of a speeder accident.
22. The Resistance. The players are part of a defeated army, on a world captured by the enemy. They must go into hiding, following Imperial Guard Standard Operating Procedure: cause as much damage to the enemy as possible, even if it means their own deaths. They must live a life of treachery and deceit, moving from safe house to safe house, never trusting anyone, while sabotaging the occupying army’s materiel and personnel.
23. The Ace of Traitors. During the course of a successful ongoing planetary invasion that is being prosecuted by a Guard force that includes their regiment, the players become aware that one of the leading figures in the opposing regime has fled into hiding in a major metropolitan area. The players are tasked with capturing him alive and delivering him for interrogation.
24. WPD. The players are tasked with searching the blasted ruins of a civilisation for evidence that it once possessed weapons of planetary destruction, as this will prove crucial in rebutting claims that the Lord Militant who ordered an orbital bombardment of its cities was justified in his actions. The players must travel through the pitiful remnants of a once great empire, and face the enmity and hatred of its crushed and embittered people.
25. Ratling. The players are tasked with assassinating an important enemy officer. They are advised that Imperial Guard Intelligence has become aware that he will be present at a certain location at a certain time, though the players will not be able to approach within a mile of his position, and he will be in a staff car travelling at speed. They are told that only one person can make the shot: legendary Ratling sniper “Plum” McDuff. The players must escort McDuff – an irritating alcoholic loudmouth with kleptomaniacal tendencies – to the appointed place at the appointed time, protecting him from the enemy and resisting the urge to strangle him.
The mind is its own place, and in itself, can make a Heaven of Hell, a Hell of Heaven.
26 Odd Jobs – A ranking officer sends the players on a series of random tasks. Leaving cans of fuel on the side of the road, a bag of rations and some ammo left by a stream, a demo charge placed in a large tree. No explanation is given why, only that it is to be done.
27 Dumb Luck – You have been separated from your company and are on your own. Under supplied and possibly wounded, you must find your way back to base to warn your command of an approaching enemy force. Lady luck has seemingly smiled upon you as along your route, just when you need them the most, you stumble upon small caches of food, ammo and other supplies that make all the difference to your survival.
28 Abandoned – Upon returning to your base of operations you find it abandoned. There are no signs of fighting, no bodies, no equipment of any use. Atmospheric phenomena are jamming vox transmissions and your supplies are low.
29 Extraction I – You mission is to recover a valuable imperial asset by any means necessary. The enemy cannot get their hands on this asset or all operations on this front will be compromised and countless lives lost.
30 Extraction II – You have vital information about the enemy. Your transport has be destroyed. You must survive until the extraction team arrives to pull you out.
31 Ghost Town – The players are caught in a terrible firefight while assaulting a small town. During the night a dense fog moves in reducing line of sight to a few meters. The fighting continues on through the night making the fight miserable and near pointless as the enemy cannot be seen, only their shots heard and felt. As dawn comes and after the enemy has given up shooting, the commander orders you in to the town. With the fog slowly burning off in the morning light the town proves to be empty. There is no sign of the enemy or any other inhabitants. The town has been abandoned for decades.
32. We don't need your civil war: The IG unit is deployed to a world that is in the early stages of being invaded by the forces of Chaos. The PCs are instructed to coordinate with the local defence forces to repel the Chaos invaders. Problem is, the world is currently in the midst of a brutal civil war, precipitated by a seemingly inconsequential disagreement on the nature of the God-Emperor. Can the PCs ignore genocide, rape and other atrocities committed by their "allies" and work with them to accomplish the mission? Or will the PCs follow their conscience and battle both enemies and allies?
33. Whole lotta nothing- The joys of the company resupply are short lived as the crates are opened and contain all matter of sundry items which are completely useless to fighting a war, blocks of printer paper, leman russ engine parts with a red-tag to be repaired, bags of fish food and assorted light bulbs. There is no food, las-packs, grenades, clean water... but you know nearby there's other company's who have some. Bluff, bullshit, trade or steal what you need and don't get caught!
If in doubt, shoot it
34. What we've got here is failure to communicate: See scenario #32 above. The IG and planetary defenders are getting pasted by the forces of Chaos, in large part because the two sides in the civil war expend as much effort fighting each other as the real enemy. While the IG commanders try to broker a truce amongst the leaders, word comes down to the troops that they are to make every effort to get forces of the two sides in the field to temporarily ally against Chaos. It's time for some diplomacy, soldier-to-soldier. But can the PCs succeed in getting hated enemies to work together, even in the face of annihilation?
35. The Warrant of retrieval:
Your Recon squad has just survived one of the Bloodiest assault landings anyone in recent memory has seen. Upon reaching your rally point you are informed that against all odds a young Noble has just inherited a warrant of trade! Unfortunately, This lucky young soul's unit got separated from the main assault and is trapped behind enemy lines. Your unit must pass through enemy territory, Find the aforementioned young Noble and Bring him to a point where he can be taken off-world to find his destiny. Is He worth it? How many of your squad are willing to die for his inheritence? Will he even realise or care about the sacrifices you have made to get him home?
The Emperor protects! (The GM does not!)
36. A Fragging:
The Lieutennant has been fragged. Problem is he was a bloody good officer (as they go) and was murdered because (insert campaign appropriate reason*). You know he was killed by those troublemakers in C-Squad. They know you know. You know they know you know...
*because he knew:
they were stealing IG gear and selling on the black market,
running a slave operation with prisoners / prostitution ring with civvies,
they are Khorne worshippers.
37. Dinner is on the Ogryns:
Your battalion is out of rations. Everything that can be has been forraged. Naturally the toughest ended up with the last of the food, and it is rumored that the Ogryn platoon on the other side of the hill has plenty of food (they NEED plenty) but they're not parting with any and are being mean SOBs about it. You're already at -5 to all stats or soon will be, you need food, so go get some.
38. What We've Got Here is a Failure to Communicate II:
The Colonel has an objecive that is of critical importance to the campaign. You knew from the start that your battalion didn't really have enough resources, men, gear or time to achieve the mission and after a few engagements that situation is even worse. But the COL can't see it. On paper he still has all the units he started with and has deluded himself, and informed command that he can ge it done. The Major knows it can't be one but it's a courts martial if he doesn't tow the line. To make things worse, the Colonel is now micro-managing the effort totally destroying what is left of morale in the process, but still fails to see the reality of burnt-out and under resourced units and an increasingly ambitious view of what can be achieved in the time availalbe. To add insult to injury, he has somehow come to the conclusion that your unit is to blame for any setbacks. The campaign objective must be met, and you're the suckers that are expected to meet it. Do you keep on slogging or go behind his back risking the wrath of the Colonel and the Commissars.
Idolatry is worse than carnage.
...ah stink, totally missed your's at 33 there MKX. Transalte my #38 into the final completion weeks of a $5 billion construction project and you'll understand why my brain is a bit tired this week.
Idolatry is worse than carnage.
39 The Decoys
in a plan to relieve presure from the front, command decided to move small numbers of troops, concealed as a much larger force, to another location in the hopes to have the enemy attack them in order to open up the main front for a spearhead assault. Your company is now a "Regiment" and must keep the enemy occupied enough to allow Command to strike.
40 The Decoys II
With the regimental supply train getting raided numerous time and indering the war effort, Command decided to move your company to the defence of said convoys. Of course, during the movement, you get attacked, pushed them back, but you realize what you thought was fuel, ammo and such is just mud and rocks (or anything else worthless) OR your company gets ordered to act as a fake convoy to get the heat while the real goods are being moved by other (secret) means.
My Dark Heresy Game
The Munitorium send your Regiment a new Quastor. Unfortunately, he is stricker than your average stereotype: filling a form for a lamp pack means you only get the lamp body, and need to fill another form for the light, and another for the charge pack. Of course this is coming in conflict wiht the officers, who find that their men are more busy filling paperwork for mundane objects they should have rapidly than actually standing guard and doing their duty. Sadly, Commissar X is also roaming around, making a move agaisnt the Adept rather..risky.
My Dark Heresy Game
42: Blunte's Falcon
Shame! Dishonour! The regiment's colours have been lost to the enemy. Can our heroes restore their prestige by capturing the banner of a high profile foe?
...every single one of them is a Space Marine, a guy who single handedly can take on a modern infantry division with ease... -Alan Merrett, Head of IP, Games Workshop
43- for the Company!
Command green lighted the assault at dawn. Your company is ready, but your officer made a little gentleman's bet with the Lt from company D: First one at the top with the Company Standard wins the honours of battle and the company's name into the annals of the campaign's history. your officer whips up the company with pride, speeches and rewards for those who can win the day. Of course during the assault your squad see a few of D company's boys being pinned/wounded/in a tight spot in which you can assist them, or simply keep driving forward up the hill.
My Dark Heresy Game
44. Location, Location - The players and their regiment is send to hold the line against the enemy. They are severly under strenghted and under equipped for the task. To make matters worse HQ haven't been able to properly re-supply their soldiers and a huge amoutn of supplies have been dropped in enemy territory. The players leaders want these supplies and task the players with getting them back from the enemy across Dead Mans Land.
Without Signature. OH YEAH!?
45. The Relic
command has learned the location of an anciant and powerfull arceotech weapon and has sent you to retrive it. prolem is that the relic is currently in enemy hands, they know what it is, and they plan to use it , can the players survive to retrive the relic or will they have to destroy it and risk the wrath of the admech.
46. wrong train boys.
after a night of drunken celibration the players board what they thought was the train back to HQ, the train however turns out to be transport for those who have "enlisted" for naval duty/ skittiriazion(spelling?) the players must now escape with no weapons and no real evidince they are already guardsmen( or the guards don't care) and all this before muster.
47. Transport woes
your troop transport is being attacked and you are cut off from the rest of the ship, can your players adapt to the riggers of space combat to fight off the xenos? of will a badly place grenade space you all?
48. deathworld survival training
49. rouge trading.
your squad hasjust been bought wholesale by a rouge trader, and your first task is as body guards while he conducts trade with some eldar pirates, who happen to be the same ones your unit is fighting on the ground, what do you do?
50. grannys got a gun.
there is a huge riot in the civilian baggage train over some small glitch, instead of investigating matters you commisar orders your squad to eliminate the problem...the whole baggage train is to be exicuted. can your players stomich it? or will they turn on there commisar and go rouge?
If death is so bad, why is he an angel?
51. The Relic I: Orks/Chaos have taken a major holy site and the Priesthood wants it taken back. Problem is they demand any liberating units avoid damaging the city ultimately because they're cheap, seriously crippling the effectiveness of armored units and putting artillery support out of the question. The PCs now have to face an urban combat scenerio where even simple explosives would make the COs pitch a fit. Unfortunately your enemy is not bound by these artificial restrictions, have fun! (Inspired by Cadian Blood)
52. The Relic II: Something iconic to the Guard (like the Fortress of Arrogance) was lost on some desolate planet overrun by Orks and your squad is part of the expeditionary force sent to get it back. The environment is hostile, the general in charge is more or less consumed by megalomania, and the Orks are uncharacteristically dug-in. As a matter of fact, they're so well dug-in they might as well be called Da Empiral Fists clan. Plus it becomes clear that someone somewhere in the regiment has their own agenda and is manipulating the general for one reason or another. As a final kicker, the Ork Warboss is holding the artifact in question, knows what it is, and will use it at every opprotunity. Have fun! (Inspired by Gunheads.)
53. The Trench-1
Your Squad has been taken off the firing trench and assigned to a tunneling unit, charged with digging underneath the enemy lines in order to conduct recon and trench raids before defending the tunnel long enough to escape for the raiding party to escape, and then destroying it. Will the squad be able to keep their project a secret from the enemy, prevent it from being destroyed by shellfire or cave ins, and finally escape with enough vital intelligence or prisoners in order to gain the edge and break the trench deadlock?
54. The Trench-2
Ordered to break the deadlock, your squad is just one of thousands assigned to charge the enemy lines head on in order to break the deadlock. However, as soon as the attack goes over the top, a combination of poor planning, heavy enemy fire, and terrible weather and luck result in your squad finding itself cut off and alone in the middle of No-Man's land. The squad has little actual intelligence about weather the wider attack was successful or a colossal failure. Will your Guardsman attempt to push on in hopes of joining an ongoing attack, or fall back, potentially regrouping (and being attacked by their own side or viewed as cowards...)
55. River Crossing
The enemy, in their desperate attempts to regroup and consolidate, have retreated past this river in order to reorganize. To buy some time, they destroyed all the major bridges on the River. The enemy has strong anti aircraft assets in place, covering their frontline units as they regroup. The Player's squad is tasked with finding the best way to launch an attack over the river-will they attempt to ford it and risk an ambush, try to set up a mobile bridge to bring heavy armor across but risk artillery, or try a direct crossing in exposed small boats?
56. Last Stand
Facing a foe who is technologically, organizationally, or physically inferior but incredibly numerous, the players squad find themselves part of small rearguard unit, incredibly outnumbered yet still expected to survive and hold the line by establish a defense around an important piece of terrain. Will the players be able to hold their position, outnumbered but not outgunned, until reinforcement arrives?
57. Search and Rescue
Several Imperial Navy pilots have been shot down in the AO of the squad. Your small unit needs to sneak behind enemy lines, find and secure the downed aircrews, and finally escape with as many members of the crew as possible. This mission could be further complicated by adding in enemy patrols searching for the crews, having the crews flee from the players (thinking they are foes) or even forcing the players to save already captured crews from the vile clutches of the enemy.