Warhammer 40k Roleplay - Wrath & Glory - Bloody Gates.pdf

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Wrath & Glory
originally designed by Ulisses North America
2
Last Edited: June 2021
THE BLOODY GATES
The Bloody Gates
follows the fate of Fireteam 123-B
of the Gilead Gravediggers Auxiliary Penal Brigade
during an assault on a rebellious hive city, Tora Armis,
on the Hive World of Gilead Primus. The Agents will
face fierce fighting, and must keep their wits about
them if they are to make it through the battle.
This adventure is suitable for Human Tier 1 characters
with the
IMPERIUM
Keyword. The adventure takes
place entirely on a battlefield, making it most suitable
for characters with a military calling. The Agents will
be organised into a battlefield squad. While it would
make sense for all the Agents to have the Imperial
Guardsman Archetype, a personnel shortage has
forced the Astra Militarum to sweep up all kinds of
individuals and send them into battle as part of the
Gilead Gravediggers’ Penal Brigade.
After the adventure the Agents could continue to
further adventures, or as a group you might want to
play one of the other mini-campaigns in this series,
and join the fight for Tora Armis from the perspective
of characters at Tier 2, 3, or 4.
Throughout the adventure the player’s characters,
referred to from here on as the Fireteam, are just a
handful of individuals on a battlefield. Everywhere
they look there will be other things happening, other
Imperial soldiers fighting other foes and pursuing their
own objectives. The rules in
The Deadly Battlefield
(see page 25) simulate this through the use of Glory
and Ruin, but you should include descriptions of the
unfolding battle in your general narration.
The Bloody Gates
is a roleplaying scenario set in a
battle. There’s plenty of combat, but there should be
plenty of social interaction as well. Keep the tempo
high and impress the confusion and madness of the
situation on the players. Be sure to read the whole
adventure before playing the first session.
RUNNING THIS
ADVENTURE
3
The Fireteam is given orders at the start of each section
and then largely left to their own devices. If your
players like the idea you could appoint one of them as
Fireteam leader, with the right to issue orders to the
others and take decisions for the group. It’s up to your
group to decide if this will add to the military feel, or
just create unnecessary tension around the table.
Each of the four parts has the following structure:
u
Orders:
The Fireteam are given their mission.
u
Equipment:
If the Fireteam is issued with any special
equipment, it is detailed here. Any special support
they can call in by spending Glory is also listed
here. Use your discretion on whether the Fireteam
are allowed to keep this equipment after a specific
mission ends — the Departmento Munitorum might
S
enSitivity
W
arning
The
adventure
features
the
horrors
of
warfare in the 41st Millennium: combat
deaths, summary executions, mutation, and
ethical dilemmas. This is all normal fare
for
Warhammer 40,000,
but some of this
content might make members of your group
uncomfortable. After you’ve read through,
check in with each of your players about what
they’re comfortable with, and change the
adventure to suit their tastes if necessary.
not track a single smoke grenade, but a missing
stack of 50 sandbags would be noticeable and
impractical baggage for the Fireteam.
u
The Mission:
This details the fixed moments in the
mission that the Fireteam have to deal with. Any
battlefield effects the GM can trigger by spending
Ruin are listed here.
u
Map:
A map of the battlefield, if required
u
Stats:
Page references for any stat blocks required.
ADVENTURE
SUMMARY
Part One: Blood and Acid
The Fireteam are ordered to scale the dam that
surrounds Tora Armis and destroy a gun emplacement.
They find evidence of heresy among the defenders.
THE TORA ARMIS
INSURRECTION
Tora Armis is a minor hive spire on the Hive World of
Gilead Primus, located on the edge of a vast chemical
runoff basin that was one of the planet’s seas
millenia ago. Three months ago the ruling van Staten
family reported food riots then fell silent. It is now
87 days since any communication with Tora Armis,
but reconnaissance by a squad of Absolvers Scouts
revealed that the hive spires’ defences have been
reinforced. Tora Armis is an important centre for the
manufacture of ball bearings, without its output parts
of the Gilead System will literally grind to a halt.
Part Two: 1000 Metres
Between the Fireteam and the hive spire are 1000
metres of ground. They need to clear a path through
the minefields so their supporting armour can advance.
Part Three: Forlorn Hope
The gates of the hive spire are blown open; now the
breach has to be taken. In the fighting for the breach,
the depth of corruption within the city becomes clear.
Taskforce Endless
Struggle
control.
It
comprises
mechanised
Lord-Militant Fylamon has dispatched a taskforce
under the command of General Hacker of the Astra
Militarum to bring the rebellious spire back under
and
artillery
regiments of the Gravediggers, with support from the
Order of the Sanctified Shield, an airborne company
of Tempestus Scions and a secondment of Tech-Priests
of Avachrus. General Hacker also has contact with the
Absolvers battle cruiser
Fury’s Blade,
aboard which 15
battle-brothers are available for rapid deployment.
Part Four: Checkpoint
From within the hive desperate refugees swarm toward
the imperial lines seeking aid, but the traitors launch
a counter-attack.
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TIER 1 ARCHETYPES
T
ier
1
F
ramework
Penal Brigade
You have all been sentenced to service
in a Penal Brigade of the Gilead Gravediggers. After the
Great Rift occurred the number of crimes which could
lead to penal service was dramatically increased.
At the GM’s discretion any member of the party may receive
a bonus dice when attempting an act of extreme bravery
— provided an officer is present to witness them.
T
ypical characTers
Any Human
character with the
IMPERIAL Keyword.
T
ypical enemies
BLOOD & ACID
Enemies your
commanders
believe can be
overwhelmed
with quantity,
not quality.
1000 METRES
THE BLOODY
GATES
CHECKPOINT
THE DEADLY
BATTLEFIELD
The Penal Brigade Framework
The Gravediggers’ Penal Brigade presently holds over
80,000 Imperial citizens who have been sentenced to
military service for a term ranging from five years to
life. It is possible to earn freedom through acts of valour,
although it is more common for penal legionnaires to
have their sentences commuted to regular service
— being transferred to the Gilead Gravediggers’
regiment where they receive pay but remain within the
Astra Militarum.
Senior officers in the Gravediggers view the Penal
Brigade as cannon fodder for the most dangerous
battlefield tasks or clandestine, deniable operations.
In return legionnaires are promised freedom (which
never materialises) but usually paid in death.
e
arly
i
nteractionS
To introduce this adventure with some
social interactions before the horrors of war
commence, , you can use Fireteam 123-F,
encountered in
Part Two: 1000 Metres,
as
The Fallen.
As the Penal Legion travel to the battlefield
aboard an Imperial Cruiser on a tedious and
lengthy voyage, O’Garan attempts to gruffly
ingratiate herself with the Fireteam, asking
them why they ‘signed up’.
u
She’s on Fireteam 123-F, and believes they
will be on the same mission as the Agents
will be assigned to Fireteam 123-B.
u
Her Fireteam all know each other. They
were caught distributing rations to the
needy whilst holding an unsanctioned
choir group in Hive Gulgatha on Gilead
Primus, and immediately recruited to the
Penal Brigade.
u
She has heard rumors that they will be
battling
against
an
insurrection,
and
suspects it will be over quickly, as other
hivers don’t know how to fight as well as
Gulgathan gangs.
u
She doesn’t think the Agents will last more
than five minutes out in the battlefield.
t
ier
1 a
rchetype
Though the Imperial Guardsman Archetype
is most suitable for this Framework and the
adventure
Bloody Gates,
the players are free
to choose any Tier 1 Archetype when creating
characters. If you are creating characters for
this session, your group should keep in mind
the potential crimes they may have committed
to land them in the Penal Legion. These
‘crimes’ could range from breaking any of the
numberless strictures of the Pax Imperialis,
to simply being in the wrong place at the
wrong time. The ‘crime’ itself is an excellent
opportunity to build character backstories, and
even bring your group together to establish
the start of their shared story.
Archetypes like the Ministorum Priest or the
Sister Hospitaller may have been seconded
to the penal legion without committing a
crime, employed to support the noble cause of
taskforce Endless Struggle. The Inquisitorial
Acolyte may even be swept up in a recruitment
drive whilst undercover — the possibilities for
your party are almost limitless.
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