And the adventure on the cursed fortress world of Mrish continued!
The first part was hi-la-ri-o-us. As I mentioned above, all guardswomen in the rgeiment got knocked up as soon as they disembarked from the dropship, and as it turned out, the regimental commissar couldn't take this well. I think when you end up with 340 pregnant women who are supposed to be infertile (because of the chemical treatment they got when they joined the Guard), your mind inevitably wanders to odd conclusions. In our case, the regimental commissar framed the medical department and random guardsmen with fabricating an extensive conspiracy to impregnate the guardswomen, and this whole "The cult did it!" is just a retarded excuse to cover their ass.
Since our characters were combat specialists, not a single point of experience was wasted on things like Deceive and the best Fellowship in the group was a striking 31 (the Heavy Gunner, LOL). So when the investigation reached us, the Squad gave only fuel to the commissar's theory with stuff like one of the Storm Troopers had a massive f*cking spree (he had sexual intercourse with at least 30 women during 2 weeks) while the troopship approached the planet, my Medic couldn't remember if the senior medical officer allocated the proper orders and equipment to do the month's anti-fertility treatment and so on.
After we threw some sh*t into the fan, we decided that maybe we should dust off before the news reach the commissar, so we geared up, borrowed a Trojan full with explosives and told our commander that we are going to destroy a cultist stronghold, so we will be unavailable for the next few days.
We picked some sort of forum building to be the victim of our wrath. we had solid intel that the cultists used it as a rally point and weapons depot, and it had a maglev station right under the main hall what we wanted to use as an access point. We loaded a maglev carriage full with the borrowed explosives annd set it to go to the forum's station while we used another carriage to approach a nearby service station.
So yeah, the battle at the forum vented off most of our steam, as we could finally take revenge on the source of our frustration. On this note, we realized that Ripper Guns at Common availability are OP. They should be at least Rare. And if you fight against Ripper Guns avoid Point-Blank range at all costs!
Also, as we houseruled Comrades to be rip-offs of the BC Minions, there were some epic Comrade moments too: one of them charged a superhuman to save the Operator's life only to fight an impressive 9 Rounds long grapple-battle where they did nothing else but took controll over the grapple :D. But the Man of the Battle was my Comrade who managed to suppress 19 cultists and killed 2 other with a single Action.
After we butchered everyone in and around the forum, we intercepted a message that the Inquisitor's household storm troopers are busy besieging an rbital command hub, and they requested reinforcements. Luckily, we found a maglev ride so we are now en-rout to save some inquisitorial ST butt.
Current character 1: Only War/Medic/2000xp
Current character 2: Deathwatch/Devastator/Blood Angel/500xp
so we finished the campaign I created for the Tanith 1st. Breifly recapping events the Tanith forces moved into the city of Polaris to retake it from the Blood pact troops. after heavy fighting in the city the imperial forces cleared it out for the most part within a week and prepared to make their assault on the governor's palace where it is believed the enemy commander was hiding out.
Well it turns out after heavy room to room fighting through the palace that the commander had left the planet in secret when he found out that Imperial forces were set to take over the city, however it turns out he left a nasty surprise for the Imperial forces. As soon as the Imperial forces enterd the palace the void shileds lit up, trapping a signifigant number of imperial forces (including the players) inside. A ritual that would open a warp portal was being conducted and when the players failed to stop it daemons poured through into realspace to slaughter those left in the palace.
In a last desperate act of heroism the tech-preist of the party ran to overload the plasma generators in the basement of the building, however he got cut down before he could make it there and the players were left to figure out how to overload the system (which they did by placing melta bombs everywhere inside the room where the generator was held).
With the room rigged to blow the generators, the party decided it was time to leave when Blood pact soldiers began pouring into the hallway that lead to the generator room. The players quickly bar the doors and look around for an escape. Squad notices air venelation ducts and decide to escape through there and crawl their way to freedom (with the generators going critical there is no power to the void shields and they collapse). The Blood pact are close to hammering down the door and the squad sniper (a weapon specialist with an insanely high ballistic skill) decides to stay behind and buy them time to get out. After goodbyes are said they remainder of the group leaves through the ventelation ducts. the sniper takes down 15 blood pact soldiers before bleeding out from his wounds.
Now the players navagate through the twisting passages of the ventelation ducts and eventually arrive in the grand dining hall, just a few rooms away from the entrance. they battle their way through daemons and Blood pact in order to reach the exit but they make it and rush outside, right into the imperial lines who almost kill them thinking that they are blood pact soldiers. after reporting the situation to Gaunt himself, gaunt orders a full retreat to clear the blast radius of the overloading reacors, many do not make it in time.
After the battle the regiment mostly deals with clearing out the remaining Blood pact resistance. The players are detained by commissar Hark and questioned about why they retreated in the face of the enemy. There is a trial and the players are sentanced to penal servitude for cowardice, however this is inturrupted when a robed figure enters the court chamber. The figure announces himself to be an imperial inquisitor who had been conducting operations in the sector. He declares the players innocent of all charges and puts them under his direct command as part of his retinue.
Both the Sniper and the Techpriest are posthumously awarded the ribbon intrinsic along with the remainder of the squad for their brave actions to halt the daemons from taking over the city.