WH40K (RT) The Terror from Beyond


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Post Sun Oct 13, 2013 7:01 pm

WH40K (RT) The Terror from Beyond

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You have a mission...


This is a placeholder for a series of posts about a Rogue Trader port of The Terror of the Lichemaster.

Strictly speaking, it won't be a direct port, but a similar campaign inspired by the original. I have had a look at The Terror of the Lichemaster and there are some things that won't go directly to RT and I think requiring chaps to have copies of a thirty something year old supplement isn't really reasonable, so what I will be writing will be a complete thing in and of itself and will only require a copy of RT to play. Think of it as "inspired by" rather than a direct port.

So, there will follow a series of posts outlining each scenario and what will be required to play it in Rogue Trader.

Edit: Altered to use correct layout.
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Post Mon Oct 14, 2013 2:30 pm

Re: WH40K (RT) The Terror from Beyond

After some thinking/reading/mindcrushing, I believe you're heading the right way. Maybe a direct port requiring an old book is not the best option to share it wide.
Now that I've thought this over, there actually is no need to refere to the scenario books.
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Post Tue Oct 15, 2013 4:01 am

Re: WH40K (RT) The Terror from Beyond

Some background information

The Lost Boys Group

The Lost Boys group of worlds was cut off by Warp Storms from M.37 to M.39. During the period of its isolation, Imperial rule cracked and fell to a rebellion that all but extinguished the Imperial Cult on the worlds of the group. When group was rediscovered by Inquisitor Obi-Wan Sherlock Clouseau in the late M.39, he encountered several fledgling planetary empires, run by tyrants, alien enslavers or in one case a planet wide Genestealer cult.

Talitha (Imp. Tripudas IV, colloq. Trip Four)

Tackling the Genestealer cult first, he ordered that the Emperors displeasure be made manifest and that planet Talitha (Imperial Tripudas IV) was cleansed by a rain of neutron bombs that devastated the hives, wiping out 99% of the worlds population and leaving the remainder to be exterminated by the Crimson Fists in the pogrom that followed. Talitha lay untouched, a ghost planet for a thousand years, until it was recolonised nine generations ago. The first colonists were prisoners and the planet was a penal colony until recently. It no longer accepts prisoners and the last Prison Commandant of the colony, Tiberious Stefan Molyneux, having been granted a patent of nobility and made Planetary Governor. Trip Four is once again a recognised part of the Imperium.

With a population of only a billion, Trip Four Primaris, is a shadow of it’s former glory and the colony has only become self sustaining in the last two generations. While the upper levels of the Hive are thoroughly explored and the industries of the tech levels are churning out goods in a way not seen for millennia, there is still much of the titanic city left to explore. As colonists move through the outer levels and delve deeper, they return with technological treasures and stories of things that rip and tear in the deep dark.

Schwarzwasser III (Imp. Nigrum Piscinae III, colloq. Nigpi or Schwasser)

Schwarzwasser, usually abbreviated to Schwasser, is a feudal world in the Lost Boys group. Prior to contact with the Imperium, it was home to a Pre-Age of Strife human culture of numerous city states that managed to wipe themselves out in a decades long war sparked by the alien domination of one of the worlds largest confederacies. As a result the arrival of Imperial forces in M.35 was a blessed relief. The problem of alien domination (specifically Enslavers) and chaos cults resurfaced when the world was lost to the Imperium during the Warp Storms that cut off the system as a whole.

Lacking the resources for a fully fledged crusade, the Imperial reconquest simply executed a series of targeted strikes that wiped out the Enslavers and the most prominent cultists and installed a technically advanced aristocratic class that took over leadership of the local cultures. There are still rivalries between the lower level nobility, the planetary governor Kamran Vech ensures that it does not spiral out of control from his orbital weapons platform, the Schwasserstern.

Culturally, the planet is much like Europe at the beginning of the 18th century, with agriculture being the primary mode of existence. The planetary population is still struggling to recover the losses from the Enslaver War and expand into the now uninhabited portions of the planet. While the capital Schwasserburg is approaching 20th century levels of technology, on the frontier life is considerably more rough and ready.

Schwasser is also notable for the expatriate community of Squats that have made their home there, working at the behest of Kamran Vech, who wishes to use their skills and knowhow to improve the mining operations currently on the planet. Several down on their luck Squat Brotherhoods have secured lucrative mining concessions in return for their help.
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Post Thu Mar 27, 2014 3:21 pm

Re: WH40K (RT) The Terror from Beyond

I've actually taken to playing Rogue Trader games using Savage Worlds, but I can't imagine anyone having any difficulty fixing RT stats.

Introduction

You are Zenas Edman Deister; a man on the run. A renegade pysker and multiple murderer, you’ve been sought by the Black Order, Planetary Governor Kamran Vech’s psyker hunters for the last three years. But the net is closing in. You came into possession of a dataslate that belonged to Inquisitor Obi-Wan Sherlock Clouseau dating back to the time of the reconquest. In it he describes a savage battle with a Chaos Warlord Jubilo Assan. Jubilo was originally a Schwasser seperatist and rebel. much if his success came from his being able to suborn Imperial agents during the reconquest of the planet. However, his rebellion grew from mere resustance to outright heresy when he gave himself over the Ruinous Powers to bolster his rebellion. His campaign came to an abrupt end when he slain by the Inquisitor after a three battle and buried in a secret place in the wilds of the Valley of Brachzurucktal.

You travelled to the valley of Brachzurucktal on the frontier and using the information on the slate, you found the site of Assan’s last battle. The Dark Rite to call him up from the darkness cost you dear, but then catastophe struck. The Black Order launched their attack during the ritual and only by promising the Dark Gods of Chaos your eternal fealty were you able to complete the ritual and defeat them. Brimming with psychic power you blasted them to ash, leaving no survivors, but the effort left you weakened.

Asan woke from the Warp and has returned, stinking of burned milk and the eerie cold of the space between the stars. Your abilities while strengthed are fatally compromised. Your psychic strength no longer regenerates and can only be regained by offering souls to the Dark Gods.

You should have died in the battle, but you were offered life by the Ruinous Powers. For every man, woman or child, you or your minions slay and offer to them, they will grant you one power point or a single day of life. You have been given seven days already and your powers are at their maximum capacity, but who knows how long that will last. Asan will serve you and you have been given the services of two of his lieutenants, Manling and Icelair.

Braddart Manling “The Traitor of Blackwater” was an Imperial Guard intelligence officer who was suborned by Assan during the reconquest. He defected to Assan's separatists, bringing with him a great deal of information about the forthcoming crusade. The result was predictably bloody and led to the annihilation of the Necrmundan 8th regiment at Blackwater space station.

Manling was unaware the Asan had been recruited by the Ruinous Powers at the time of his betrayal and but by the time this had become clear it was too late. Facing death, he sold his soul to Chaos, though he regrets the decision and is occasionally wracked by bouts of crippling guilt. He was killed by a hit team on Clousseau's staff during the later part of the reconquest.

Magister Edwin Icelair was a Mechanicus Magos attached to the Crusade forces. His reasons for betraying the Imperium to Asan have never been firmly established, though it is thought that the cleansing of Trip IV with neutron bombs was the trigger event. He later claimed that he granted Asan access to the Imperial cogitator stacks in order to prevent an exterminatus order being carried out on Schwasser. There is no record of such an order ever been given out. Icelair was crippled during a teleporter accident shortly after the reconquest began and fled the system for the Eye of Terror.

He has since been reconstructed by Dark Mechanicus and remains the only one of Asan's group who escaped physical death. The rite that brought Asan back carried him across the interstellar wastes to Schwasser.

You have managed to dominate a local tribe of mutants and bandits, bending them to your will. However your control of them is tenuous and they will likely flee given the opportunity. You have decided to begin your campaign by cleansing the valley of life.

You have despatched Icelair with a group of mutants to attack the Squat miners at Groben.

Manling has been sent with a second group of mutants to attack a nearby farmstead.

Meanwhile, you have marched on the village of Brachzuruckstadt with Asan and the rest of your forces.

Scenario one - Attack on the Farm

Outline

Jon O’Corkhor moved to the valley of Brachzurucktal twenty years ago when he mustered out of the Imperial Guard. He married Sophie, a local girl, and together they have raised a family of two children Edwin and Jane. Dairy farming has proven so successful that O’Corkhor has had to hire another hand, Mert, in addition to the help he gets from Servitor Redeaston. The O’Corkhor clan are comfortably well off and contented, if not entirely untroubled existence.

Servitor Redeaston has been returning to the farm with a stray cow, when he observed intruders and has sounded the alarm. Braddart Manling and his pack of mutants have arrived with every intention of putting the entire farmstead to the sword. Attacks by mutants are a rarity, but the warning claxon from the servitor is clear and Jon’s old cattle dog, Chico, is barking his head off too. The O’Corkhors roll out of bed, the menfolk running for their guns, the womenfolk rushing to barricade the windows.

Terrain

The farmstead should be set up in the centre of the table with some outhouses and Chico’s kennel. The blue river runs across the portion of the board. The O’Corkhors truck is outside one of the outbuildings, but will require at least three turns of starting to the machine spirit up and running.

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Manling & Ten mutants

Braddart Manling
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d8, Vigor d6
Skills: Fighting d8, Intimidation d8, Notice d8,
Piloting d8, Repair d6, Shooting d8, Stealth d8,
Taunt d8
Charisma: –2; Pace: 6; Parry: 7; Toughness: 7 (2)
Hindrances: Greedy, Mean, Wanted
Edges: Block, Combat Reflexes,
Gear: Armour (+2), knife (Str+d4), sword
(Str+d8)
Bolt pistol 4/8/12 4d6+4 AP 6

Mutants
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d6, Notice d6,Shooting d4
Charisma: -2, Pace: 6; Parry: 5; Toughness: 7 (2)
Hindrances: Loyal (Manling)
Gear: Ragged armour (+2), knife
(Str+d4),
Improvised Black powder gun 6/12/18 4d6 single shot.

These poor creatures are mentall domiated by Manling and will become confused if they are more than twelve inches from him. Confused mutants must roll Spirit each turn, if they succeed they will run away and flee the board, unless Manling moves within twelve inches of them again whereupon they will stop and come back under his control.

The O’Corkhors

Jon O'Crokhor- A former Imperial Guardsman from the Whesht Death World, O’Crokhorwas demobbed on Schwasser and granted land as part of a scheme to encourage off world settlers. His dairy farm is a successful one and Jon has started a family.

John is passionately attached to Mert and will become subject to Frenzy if he is killed and vice versa.

John is armed with a club and a lasgun.


Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Guts d6, Knowledge (Farming) d6, Notice d6, Shooting d8, Survival d6, Driving d6, Climbing d4, Swimming d4
Pace: 6 Parry: 5 Toughness: Base: 5
Edges: Alertness, Quick, Hard to Kill. Wild Card.


Hindrances:
Loyal (Minor)
Phobia: Heights (Minor)
Vow: Never leave a fallen comrade (Major)

Lasgun 8/16/24 3d6+3 AP 3

Sophie O'Crokhor - Jon no-nonsense wife and mother to Edwin and Jane. Sophie is from Brachzuruckstadt and has family in the village. She is aware that all is not well in her marriage, but does not know exactly why.

Sophie is armed with a club.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d8
Skills: Fighting d6, Guts d6, Knowledge (Farming) d6, Notice d6, Healing d6, Driving d6, Climbing d4, Persuasion d4
Pace: 6 Parry: 5 Toughness: Base: 6
Edges: Wild Card, Luck, Healer



Edwin - Jon and Sophie's oldest boy, Edwin is as big as his father and already a great help around the farm.

Edwin is armed with a lasgun.

Attributes: Agility d6, Smarts d6,
Spirit d6, Strength d6,
Vigor d6
Skills: Climbing d6,
Fighting d4, Knowledge
(farming)
d6, Notice d6, Riding
d6
Charisma: 0; Pace:
6; Parry: 4; Toughness: 5
Edges & Hindrances: —
Lasgun 8/16/24 3d6+3 3



Jane - Jon and Sophie's eldest girl. She has a crush on Mert.

Jane is armed with a club.

Attributes: Agility d6, Smarts d6,
Spirit d6, Strength d4,
Vigor d6
Skills: Climbing d6,
Fighting d4, Notice d6, Riding
d6
Charisma: +1; Pace:
6; Parry: 4; Toughness: 5
Edges & Hindrances Pretty (+1 Charisma)

Chico is fiercely loyal to Jane and will obey her so long as they are within six inches. If not, we will move until he is within six inches.



Mert - the O'Crokhors field hand, Mert has been working for Jon since he first came to the Valley. What was a strong friendship has developed into something more physical and both men have taken to going on long fishing trips in the mountains overlooking the valley. Mert is conflicted about carrying on in this manner underneath Sophie’s nose - but cannot quit Jon.

Mert is passionately attached to Jon and will become subject to Frenzy if he is killed and vice versa.

Mert is armed with a lasgun.

Attributes: Agility d6, Smarts d6,
Spirit d6, Strength d6,
Vigor d6
Skills: Climbing d6,
Fighting d4, Knowledge
(Farming)
d6, Notice d6, Driving
d6, Shooting d4
Charisma: +1; Pace:
6; Parry: 4; Toughness: 5 (6)
Edges & Hindrances: Wild Card, Tough, Attractive

Lasgun 8/16/24 3d6+3 AP 3

Servitor Redeaston

A relic from O’Crokhor’s days in the Guard, Servitor Redeaston is a rickety model, much patched and worn, but still serviceable. Servitor Redeaston is returning to the farmstead with a stray cow when he notices the arrival of the mutants and raises the alarm.

Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d6, Notice d6, Repair d8
Charisma: –2; Pace: 5; Parry: 5; Toughness: 7
Hindrances: Outsider,
Edges: —
Gear: None
Salvage: Meager
Special Abilities:
* Construct: The servitor add +2 to recover from being Shaken, do not suffer Wound modifiers,
and are immune to poison and disease. He suffers additional damage from called shots.

* Machine: Redeaston lacks the ability to heal naturally. A Repair roll is required to treat his
injuries.

Gear - Redeaston’s agricultural attachments count as weapons +d8 Strength

Chico - Use the dog stats from the Explorers edition.
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Post Wed Apr 02, 2014 7:44 am

Re: WH40K (RT) The Terror from Beyond

thequestingvole wrote:I've actually taken to playing Rogue Trader games using Savage Worlds

Interesting... I've been considering playing RT using Savage Worlds Showdown. =)

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