dark heresy mass combat version 1.0

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 Dark Heresy Ma ss Combat V1.0  By Jeremy Yates (Wildeyedjester) Contact at [email protected] March, 2008 What follows is my take on Mass Combat within Dark Here sy. Inspired by my most favorite part of the Pendragon game system, I have elected to create a system that focuses on  player actions and skills within large battles. As such, I have created a fluid system, which maintains the focus firmly situated on the players while battles rage around them. Their direct actions do not control whether an army will win or loose its engagement, but they certainly have a chance to play a large roll. I have also written the system to be easy f or a GM to use, and to minimize down time calculating and recording troop movements. This mass combat system is written primarily from the perspective of players joining the ranks of imperial guard, planetary defense forces or etc. in battle. If they are of appropriate rank, and have the appropriate skills it is also entirely possible for them to lead a contingent into battle. The player action tables reflect a general encounter that happens to players each hour a battle rages, and the encounters should be modified by the GM to be appropriate and reflect the enemy. Alien armies will require more modificat ion and a bit more thought to use with the encounters as they are written, but should be easily manageable. (Please note that I will not attempt to stat out anything, as stats for almost every race can be found on the internet, and primarily at Dark Reign.) The system begins with a few simple calculations to determine which side will have an advantage in combat, and also how long each side is willing to fight wit hout rest. This basic information generates beginning vic tory points f or both sides. A wide variety of factors ar e taken into account for these starting victory points. (GM’s may elect to ‘modify’ these totals to reflect any other factors not included, or to ‘ensure victory’ by a side they need to give ‘story immunity’ to). The victory points totals ar e then modified by how well each army is fighting on a given hour of the battle, and also by how players react to given situations they encounter each hour of combat. Following the end of the battle, Victory points totals for both armies are compared. By making use of a simple table, the GM can assess roughly what should occur and whether an army routes, is destroyed or etc. Alternatively, it is just possible for a GM to generate just random encounters for the  players to have during a battle. By doing this, the GM Can directly just choose which side will win a battle and ignore victory points altogether. Please note that I have only attempted to give a GM a skeletal framework for each  battle encounter the players may have. I have also purposefully only outlined what might occur to losing armies during post battle sequence. I do not intent to fully flesh out every detail, as it would not be possible, and still refle ct the diversity of the 40k universe. The GM will need to think on their feet and make the encounters more meaningful and set them up for the players by appealing to all their senses. As the players are having encounters, the GM should stress the

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7/30/2019 Dark Heresy Mass Combat Version 1.0

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 Dark Heresy Mass Combat V1.0 By Jeremy Yates (Wildeyedjester)

Contact at [email protected] March, 2008

What follows is my take on Mass Combat within Dark Heresy. Inspired by my mostfavorite part of the Pendragon game system, I have elected to create a system that focuses on

 player actions and skills within large battles. As such, I have created a fluid system, which

maintains the focus firmly situated on the players while battles rage around them. Their direct

actions do not control whether an army will win or loose its engagement, but they certainlyhave a chance to play a large roll. I have also written the system to be easy for a GM to use,

and to minimize down time calculating and recording troop movements.

This mass combat system is written primarily from the perspective of players joining

the ranks of imperial guard, planetary defense forces or etc. in battle. If they are of appropriaterank, and have the appropriate skills it is also entirely possible for them to lead a contingentinto battle. The player action tables reflect a general encounter that happens to players each

hour a battle rages, and the encounters should be modified by the GM to be appropriate and

reflect the enemy. Alien armies will require more modification and a bit more thought to use

with the encounters as they are written, but should be easily manageable. (Please note that Iwill not attempt to stat out anything, as stats for almost every race can be found on the internet,

and primarily at Dark Reign.)

The system begins with a few simple calculations to determine which side will have an

advantage in combat, and also how long each side is willing to fight without rest. This basic

information generates beginning victory points for both sides. A wide variety of factors aretaken into account for these starting victory points. (GM’s may elect to ‘modify’ these totals to

reflect any other factors not included, or to ‘ensure victory’ by a side they need to give ‘story

immunity’ to). The victory points totals are then modified by how well each army is fightingon a given hour of the battle, and also by how players react to given situations they encounter 

each hour of combat. Following the end of the battle, Victory points totals for both armies are

compared. By making use of a simple table, the GM can assess roughly what should occur andwhether an army routes, is destroyed or etc.

Alternatively, it is just possible for a GM to generate just random encounters for the

 players to have during a battle. By doing this, the GM Can directly just choose which side willwin a battle and ignore victory points altogether.

Please note that I have only attempted to give a GM a skeletal framework for each battle encounter the players may have. I have also purposefully only outlined what might occur 

to losing armies during post battle sequence. I do not intent to fully flesh out every detail, as it

would not be possible, and still reflect the diversity of the 40k universe. The GM will need tothink on their feet and make the encounters more meaningful and set them up for the players by

appealing to all their senses. As the players are having encounters, the GM should stress the

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actions of friendly soldiers and the enemy, describing them and bringing them to life for the

PC’s. Focus on the sounds of battle, such as screams, the roaring of autoguns, explosions, andthe like. Paint the picture of the battle, describing the gruesome battles, charred scenery,

leaping cannons and etc. Describe the emotions that are being exhibited, such as a willingness

to die, the obvious fear in the new recruits face, or the tears wept over fallen soldiers.

If you notice any problems or have difficulties play testing these rules please email meat the above address and I will attempt to fix/clarify problems before releasing a final draftedversion.

Enjoy,

Jeremy Yates (Wildeyedjester)

[email protected] 

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 Pre Battle Phase:

Step 1: Generals:Determine the Primary Commanding NPC or Player leading the battle on both sides. These

generals make Command rolls and then they also make opposed Scholastic (Tactica

Imperialis)* rolls. They total their successes

* [note: Tyranids and other armies would have appropriate tactica skills other than imperialis]

The winning side gains the following starting Victory Points based on the number of successesthey generate:

1 or 2 net successes = d10 VP 

3 or 4 net successes = 2d10 VP 

5 or 6 net successes = 3d10 VP 7 or 8 net successes = 4d10 VP  

Step2: Number of Combatants:The side in the upcoming combat will gain bonus victory points based upon how many troops

they outnumber the enemy by. The side with the most troops gains the following victory points:

Outnumber enemy 2:1 = d10VP 

Outnumber enemy 3:1 = 2d10VP 

Outnumber enemy 4:1 = 3d10 VP Outnumber enemy 5:1 or more = 4d10 VP  

Step 3: Fighting EquipmentThe army with the best fighting equipment being employed gains bonus victory points based

upon weapons and armor, as established by the GM.

 Army slightly outclasses the enemy in equipment = D10 VP’s

 Army generally outclasses the enemy in equipment = 2D10VP 

 Army Greatly outclasses the enemy in equipment =3D10 VP  

Step 4: Conditional Modifiers

 Familiar with territory battle will occur in = D10 VP  Defending Homes or Families = D10 VP  

Step 5: Combat Hours:

The GM decides how many hours each general is willing to directly engage the enemy, withoutrest, before withdrawing to regroup. Each battle round lasts for approximately one hour. Any

combat beyond 12 hours imposes one fatigue point on every PC and NPC within the combat

that has not rested. The following table shows typical combat lengths:

Typical Combat lengths based upon troop outlooks:0–4 hours: Poor (e.g. fearful, outclassed)

5-8 hours: Uncertain (cautious, doubtful)

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9-12 hours: Normal (determined, willing)

12-24 hours: Good (zealous, hateful of foe, reckless)

Combat will last for the shorter amount of time as indicated by the two willing armies, and

then the armies will seek to hunker down, retreat the field, or etc. The army that is willing toremain longer on the field gains additional VPs as below.

 Last Army to leave the field of battle = +D10VP 

Step 6: Total the victory points for each side.

These are the starting Victory Points and these will be modified later by player actions andcombat actions:

 Battle Phase:

Step One: Squad Leader

Each battle turn of the combat, the players choose amongst their group who will lead them into

the next round. This player then rolls either their common lore (war) skill or their scholasticknowledge (tactica imperialis) +10 skill, or their scrutiny -30. Note the successes. The

successes will indicate how well the player leads the group in the actual battle: This roll is to

indicate how well the characters are reading the battlefield, staying away from sticky situationsand extremely dangerous areas. Encounters lower on the Encounter tables are less deadly than

those at the top end, near scores of 100.

One degree of success: -5% on the combat event rolls.

Two degrees of success : -10% on the combat event rolls:

Three degrees of success: -15% on the combat event roll.Four degrees of success: -20% on the combat event roll.

Any failing rolls: Add +5 % to the combat event rolls.Botching a roll (96-100) Add +10% to the combat event roll.

Step Two: NPC Combat around the PC’s

As a GM, for each hour of combat (each battle round), choose an average rank and file trooper from each army and roll either their weapon skill or their ballistic skill. Compare the results

and determine who has more successes as if making an opposed roll. {It is okay to choose

weapon skill for one army and ballistic skill for the other army}.

The winning roll gains 1d10 VP for their side of the battle.

 Repeat step one each round. This number should represent the general ebb and flow of the

 battle and be described as an overall picture of battle to the players, on which side of the battle

is inflicting the most damage to the other.

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Step Three: Player Actions!!!The length of time the battle will last has already been determined, previously. Each hour of 

combat is called battle round – a battle round may consist of any number of combat rounds as

dictated by the battle rounds events table. During each hour, or battle round of combat, the players must choose to try any one of the following actions:

a) Lay Low/Seek Cover: The player with the best concealment score, amongst the PC’s,makes a hard concealment skill roll. If the check succeeds, the group may lay low for 

one hour (one battle round) avoiding all combat situations. This is an opportunity to try

to repair equipment, eat, rest, medicae and etc. If the roll fails the characters must

automatically carry out option c (see below).

 b) Withdraw: This action may be taken as a group, or by single characters who is badly

wounded, or has simply had enough of combat. This action represents them fleeing thefield of battle and trying to escape to safety. Characters wishing to escape the field of 

 battle must succeed on either a Common Lore (War), Silent Move, or Concealment

check. Success indicates that they have escaped the battle altogether, leaving others tofight in their stead. This action may take them to the safety of medicae tents, or it

might be considered going AWOL, under certain circumstances. If the skill roll fails,

the players must immediately carry out option c (see below).

c) Each battle round a player will roll d100, and apply the appropriate modifier from the

Step Two: Squad leader step. The DM will then consult the following table to see whateven the players have become embroiled in during the battle. The characters carry out

the scene noting any victory points gained or lost. These are added or subtracted from

Victory points gained thus far:

Battle Round Events:**special battle round escape rules***: Combat on the field of battle is not a static thing.

Troops are constantly being swept into battle, and are constantly on the move or on the watch.If a group of PC’s is engaged in combat by one of the below encounters, they may try to escape

at any time. Any character taking a disengage action for three turns in a row has effectively

left the scene of an encounter. If the entire PC group disengages, then they have automaticallyfailed the encounter and may suffer victory point losses for their sides. GM’s may rule on

occasion that escape is impossible or that it may take more or less consecutive disengage

actions.

-1 or less: The round is considered to be uneventful for the characters. They makegood headway and are able to rest and recuperate for an hour without problem. It is a

time they may take to use Medicae, and also rest to recuperate fatigue points. GM’smay allow them to find a friendly ammo dump, resupply point, medicae station, or etc.

Additionally, the characters lead several friendly troops to safety and they are able to

get some rest. This energizes them for further encounters. *Add 1 victory point*

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1. Boom - Nearby a shell explodes, injuring many soldiers. The majority of those struck 

are killed outright. A single soldier, having his eyes burnt is trying to make it to safety.He can’t find his way on his own. Making your way safely and in time to him will be

difficult. *Gain 1 Vp for getting him to safety*

2. Stranded Troop Transport – An armored troop transport has been struck by a missile.

Smoke is pouring from the wreck, and the players can hear the men inside screamingand beating against the exit. The door seems to be stuck fast and the fire is building inintensity. *Gain d3 Vps for getting them out*

3. Hidden Tunnel - A group of soldiers has uncovered a hidden tunnel/Sewer/Duct/ Etcthat looks to advance well across the battlefield. It is filled with muck/refuse and is to

dark to see without light. Investigating it might lead to a battlefield advantage, and

might allow a way to get behind the enemy. *add 1 victory point for success*

4. Sniper – Soldiers around the players are falling like crazy. Spurts of gore spout from

allies, as they are struck in the head or the neck. As the players assess their situation

they realize a sniper is making short work of the men around them. It is up the playersto figure out where the sniper is hiding and the best approach for eliminating him

without loosing more troops. *add 1 victory point for success*

5. We’ve got to get through! – A blocked road/Trench/Bulkhead/Building is needed to be

cleared, NOW!. The demolitions expert never got the demo charges in place. His body

lies in a depression about 30 meters from the blocked area. The squad he is with isfrantically looking for an explosives expert or a group suicidal enough to clear the mess

*Add D3 VP’s for success, and subtract D3 VP’s for failure*

6. Machine Gun Nest – A group of the enemy has a Heavy bolter/ (Heavy Weapon of 

your choice) in an advantageous position. Allied Soldiers movement has stalled andthey are being cut down. If the players don’t act in some way, the troops around them

will perish. *Add D3 VP’s for success, and subtract D3 VP’s for failure*

7. Enemy Armor – An enemy tank/armored vehicle is bearing down on the players

 position with guns blazing. Its making a direct line through friendly ranks toward someof the allies more vulnerable targets (Mortars, Supply Vehicles, Etc). The players must

figure out some way to halt the machines progress or it will make short work of its

intended target. *Add D3 VP’s for success, and subtract D3 VP’s for failure*

8. Hit them while they are down - The players identify a squad of enemy soldiers falling

 back directly toward them, carrying wounded enemy. The enemy is battle weary, andnot paying much attention. The enemy counts as fatigued, and the players and allies

outnumber the enemy 2 to 1. The players may either attempt to hide and surprise them

in close combat, or catch them unaware and without cover at 60 meters away in rangedcombat. A successful difficult intimidate check will get the enemy to surrender without

combat. Otherwise the enemy will attempt fight to the death. *Successfully defeating

the squad gains d3 VP’s. If the players are driven away they loose d3 VP’s*

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9. Enemy Disembarkation – The players see an enemy troop carrier tearing towardfriendly lines. As it begins to slow, the players move into an advantageous position,

and as the door to the transport opens the players and any accompanying friendlies

open fire as enemies try to extricate themselves. The players are 50 meters away, inlight cover, and the enemies can only try to get out of the APC. 3 enemies will exit the

vehicle each round, until all 12 have made their way out of the vehicle. Assume nearbyfriendly fire aids in killing 1 enemy per round (the closest). The enemy does the onlything they can and tries to rush toward the players. On the third round, the support

weapon of the APC is brought to bear on the players offering suppressing fire. Once all

the enemies are out of the APC, the vehicle will try to escape *Gain d3 Vp’s if theenemy is elminated and gain an additional D3 if the APC is destroyed. If the players

are driven away they lose d3 VP’s*

10. Enemy Standard - The characters have an opportunity to surprise the squad protectingthe enemy standard/communication node/motivational officer/etc. The standard is

heavily protected (2 enemy soldiers per player) by well armed troops but destroying it

would have a devastating affect on the enemy. They may either choose to engage thetarget from cover at 60 meters, or they may make concealment rolls to ambush the

target in close combat. The players may engage this target as an option, or they may

instead leave the target for someone else. *Should they destroy the enemy standard,add 1D10+2 VP’s for success*

11. Help! – The PC’s come to a standoff between sides of the battle. Fire lines have beendrawn, and neither side is advancing out of cover. Cries from a wounded soldier begin

to reach the players ear. He has been shot through the leg and is trying unsuccessfully

to crawl back beyond friendly fire lines. His squad lies dead about him on the ground,and if someone doesn’t intervene, the enemy will start taking pot shots at him. Its

about 120 meters out to him and another 100 meters to the enemy position. If he isallowed to perish it will have an effect on friendly morale. *Add 1 VP for success, and

subtract D3 VP for failure*

12. Fallen Vox – The players come across the smoking corpses of a command squad. All

the soldiers are either dead, or have been hideously wounded. Frantic cries can beheard asking for directions on how to proceed over the vox caster. If the players

respond, have them make a successful common lore (war) at -10 or scholastic lore

(tactica imperialis) to correctly assess the situation. If this check succeeds give the players a +30 bonus and have them make a command roll. If this roll succeeds the

squad at the other end of the vox deals with the problem correctly. Failure indicates

that they all perish. *Add D3 VP’s for success, and subtract D3 VP’s for failure*

13. Intercepted Message – A frantic allied trooper is making his way through the lines

under fire. He is approaching everyone looking for an officer to read the orders hissquad and he just received, and he breathlessly explains that his sergeant was killed in

action. His squad is unsure of what their next move should be, and they are wanting to

fall back out of harms way. The players should either make a Secret Tongue (Military)

or Ciphers (War Cant) Skill check to read the orders. Success indicates that they read

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the orders correctly and can then order the squad to correctly protect the right flank.

*Success adds d3 VP’s and failure subtracts D3 VP’s*

14. Scout it Out! The players receive orders to scout out a series of buildings up ahead, but

to NOT to alert the enemy to their presence. A series of Heavily armored enemy squadswere seen moving into the area to set up an ambush along the flank. Friendly artillery

needs to shell the position, and they need to get it right without first alerting the enemy.There are 3 possible positions where they could be taking cover. The players mustmake a series of Silent Move rolls to investigate each building opposing an awareness

skill roll of a sentry from the enemy. There is a 30% chance the enemy is in the first

 building the players investigate, then a 60% chance the enemy will be found in thesecond. If the players cannot infiltrate the building and are spotted, they will be

attacked and probably driven off or be killed by a superior heavily armed outnumbering

force. The enemy force doesn’t leave its position until the players are gone, then theymove away to a new position. If the players succeed in identifying the location of the

enemy and reporting back, the enemy position is then obliterated by support artillery.

*Success gains D5 VP’s. Failure loses D5 VP’s.

15. Enemy Ammo Dump - The players stumble upon an ammo dump only tended by a pair 

of labor servitors and a trio of operators. The operators will engage the players for only

a few shots, before surrendering. The players may restock their weapon supply, andthey may decide to destroy the dump. If they do not think of it have the players make a

Common Lore (War) or Scholastic Lore (Tactica Imperialis) check. Success will

indicate the importance of the dump to the enemy campaign. If the players destroy thedump Add D3 VP’s.

16. Mines! – A nearby friendly soldier is annihilated as he triggers an enemy mine, andthen a friendly directly behind one of the players is blown apart as well. The players

have stumbled into a mine field (counts as frag grenades). To extricate themselvesfrom the situation, the players must lay down and carefully make their way to safety.The characters must make Search checks to work their way out of the field. In total

they must generate a total 5 successes per player to get to safety. Any botched rolls 96-

100 indicates that a player has set off a mine.

17. Answer the Question! - The players arrive on the scene of a friendly squad who is

questioning an enemy officer repeatedly with their fists. Its becomes obvious that if the

friendly squad continues with their unskilled interrogation, they will not get the desiredinformation out of the officer. If any skilled players are in the group, they may take the

opportunity to either intervene or carry out the interrogation correctly. A difficult

medicae check may also be used to keep the enemy officer alive long enough for thefriendly squad to beat the answer out of him. A normal Interrogation skill check is

enough to get him to crack, and spill the information. If the players can get the officer 

to spill his guts, they gain an addition d3 VP’s.

18. Assault Combat – A number of the enemy armed with primitive hand to hand

weaponry charges the players and the soldiers around them, having infiltrated across

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the battlefield. There is roughly one enemy for every 2 player characters and allied

soldiers in the immediate vicinity. Describe one allied soldier being cut down eachround, and 1-3 Enemy being cut down. After 1 PC has slain their enemies, have the

enemy make Will Power checks to hold their ground. Have them make another check 

each time a player dispatches another foe. If the players slay all the enemy directlyengaged with them, the enemy will automatically rout. *Add D3 VP’s for success, and

subtract D3 VP’s for failure*

19. Fire Fight From Cover – The players have moved into an abandoned shell of a building,

or a series of low cover pieces. 120 Meters away, an enemy squad has done like wise,

and there is very little additional cover between the two buildings/pieces of cover.There are a number of enemy soldiers in the opposing piece of terrain equal to half the

amount of players, plus one for any allied soldiers immediately accompanying the

 players. Assume 1 enemy soldier is killed every d10 rounds by friendly fire.

Assume one friendly soldier is struck every d10 rounds. After 1 of the enemy are killed,they must make a will power check each round or begin to flee. *Add D3 VP’s for 

success, and subtract D3 VP’s for failure*

20. Communications Vehicle – An enemy vehicle loaded with vox equipment is

 broadcasting support orders to other vehicles and enemies in the field. The vehicle is

 protected by an entrenched squad in heavy cover and a single heavy weaponsemplacement in sand bags is atop the vehicle. There are 2 enemy soldiers per player on

the ground, and 2 atop the vehicle manning the heavy gun. If the players make

concealment rolls opposing the enemy awareness they may choose to surprise the targetfrom cover at 100 meters, or alternatively they may make opposed concealment rolls

vs. awareness to ambush the targets in close combat. If the players fail either roll, roll

initiative normally – The enemy will not leave their positions. *Should the playersdestroy the enemy vehicle, add 2D10 VP’s for success*

21. POWs - The players find a group of allied soldiers being held in a lightly guarded area.

The allies are bound and gagged and lie on the ground. There is a number of enemyequal to the players. The guards eyes are fixed upon their bound charges and crafty

 players might be able to exploit the situation without combat. Successfully freeing the

POW’s gains the players d3 VP’s.

22. Fish in a barrel – Allow ONE of the players to make a navigation check. If he can

succeed at a navigation (surface) roll he has figured out how to bypass a dangerous portion of open ground ahead, and they lead the players to safety. Gunfire echoes

across the area, and live ammunition flies through the air - it is an area best avoided all

together. If the player fails the roll, the entire group must make their way through 100meters of almost entirely open terrain without cover, as the rear of their position has

 been overrun. Each round the players may take the advance action to move from tiny

cover to tiny cover. As they do this they may make either a contortionist roll, or anacrobatics roll. A success indicates they are not shot at on that round. Players who

choose to run straight through the area, or fail their rolls during an advance action are

shot at d3 times per round by the enemy.

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23. Drive this thing! Out of necessity the players have commandeered a stranded wheeled

military vehicle. They must use it to move them and some wounded troops out of ahostile area. One player must generate a total of 10 successes using Pilot (Military

Craft) to get everyone to safety. Any failures indicate the vehicle either takes some

damage from terrible driving, or that shots are taken at the vehicle from the enemy. A botch (96-100) indicates that some critical component of the vehicle is destroyed. If the

 players cannot get to safety or cannot drive the vehicle they are forced to either fight avery difficult battle as their position is overrun, or abandon the wounded soldiers *If the players can get the wounded to safety they gain d3 VP’s, if they loose the wounded

soldiers they loose d3 VP’s

24. Medic! The players find a smoking piece of cover/building and make their way to it.

There the players find what is left of a command squad, and they discover a lieutenant

that is very badly injured. A pair of injured soldiers are trying to help him. He is

suffering from blood loss, and unless it is stopped he will perish, and a good deal of theforces leadership will vanish with him. * Gain d3 vps if the lieutenant is saved. Loose

d3 VP’s if he is allowed to die*

25. Follow that Messenger! - The roar of battle is loud all around and the PC’s are

hunkered down with a large contingent of soldiers. The Sergeant hands the PC’s an

Distancing Optics Imagifier and orders them to follow the messenger that was justdispatched from an enemy post. The players must succeed on a shadowing roll vs. the

targets awareness to safely follow him. If he catches on to the players following him,

he will commit suicide instead of allowing the players to take his message. If theshadowing roll is successful the players follow him a hidden location housing a tactical

map, and vox caster. There are 3 lightly armed enemies operating the location. *If the

 players destroy the location they gain d5 VP’s*

26. Grenade! - A grenade bounces around landing at a random players feet. The playersare clustered all together, as are a large group of friendly soldiers. In agility order ask 

each player what he wishes to do. Any player leaping to cover must make a dodgecheck to get away. Any player attempting to grab and throw the grenade must make

first make an awareness roll, and then a ballistic skill roll to grab the grenade fast

enough and chunk it before it goes off. Any player leaping on the grenade to savefriends and allies must make an easy agility check. Any players not successfully

leaping to safety, grabbing the grenade and throwing it, or any character jumping on the

grenade takes full grenade damage at the end of the round. Assume d6 friendly soldiersare killed if this happens. *If the players save the friendly soldiers they gain 1 VP. If 

they fail to save the soldiers, they loose 1 vp.

27. Assault Combat – A number of the enemy armed with primitive hand to hand

weaponry charges the players and the soldiers around them, having infiltrated across

the battlefield. There is roughly one for each player character and allied soldier in theimmediate vicinity. Describe one allied soldier being cut down each round, and One

Enemy being cut down. After 2 PC’s have slain their enemies, have the enemy make

Will Power checks to hold their ground. Have them make another check each time a

 player dispatches another foe. If the players slay all the enemy directly engaged with

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them, the enemy will automatically rout. *Add D3 VP’s for success, and subtract D3

VP’s for failure*

28. Fire Fight From Cover – The players have moved into an abandoned shell of a building,

or a series of low cover pieces. 60 Meters away, an enemy squad has done like wise,and there is very little additional cover between the two buildings/pieces of cover.

There are a number of enemy soldiers in the opposing piece of terrain equal to theamount of players, plus one for any allied soldiers immediately accompanying the players. Assume 1 enemy soldier is killed every d10 rounds by friendly fire.

Assume one friendly soldier is struck every d10 rounds. After 2 of the enemy are killed,

they must make a will power check each round or begin to flee. *Add D3 VP’s for success, and subtract D3 VP’s for failure*

29. Fire Fight From Cover – The players have moved into an abandoned shell of a building,

or a series of low cover pieces. 180 Meters away, an enemy squad has done like wise,and there is very little additional cover between the two buildings/pieces of cover.

There are a number of enemy soldiers in the opposing piece of terrain equal to the

amount of players, plus one for any allied soldiers immediately accompanying the players. Assume 1 enemy soldier is automatically killed every 2d10 rounds by

friendly fire. Assume one friendly soldier is struck every d10 rounds. After 2 of the

enemy are killed, they must make a will power check each round or begin to flee.*Add D3 VP’s for success, and subtract D3 VP’s for failure*

30. Hold that Line! – Friendlies are taking huge amounts of withering fire, and thensuddenly the front line begins to falter. Fear and Cowardice take ahold of the nearby

squad and they begin to run. The characters must hold the squad together, or this will

surely take ahold of nearby squads as well. Characters may roll intimidate checks tokeep the troops holding their positions. They gain a +30 bonus for making an example

of a fleeing trooper. They may make a difficult command check to also stop the panic.*Gain d5 VP’s for stopping the rout. Loose d5 VP’s if the squad flees*

31. Incoming! Players each make an awareness check to hear the shrill whistling sound in

the air. Someone screams get down. Players may then make concealment rolls to find

somewhere to hide. Characters who passed the awareness roll gain +30 on theconcealment rolls. Anyone failing the second roll takes damage as if from a grenade.

32. The players and a few friendly soldiers have found a civilian vehicle, and areattempting to use it to get beyond an enemy position. One player must generate a total

of 15 successes on drive checks to get beyond the enemy position. Each failed roll

indicates the shoddy vehicle is exposed to enemy fire taking damage. If the vehicle isdamaged 5 times or A botch is rolled (96-100), this means the vehicle is destroyed

altogether, and the players must escape its fiery mass, and they are pinned down under 

enemy fire. (Consult one of the firefight from cover entries but do not award VP’s).

33. Swim For it - The players have found a stream/body of water and have realized that

they can circumvent an enemy emplacement by swimming. The water is 50 meters

across and the players may choose to swim to avoid combat. If the players take too

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long, or botch the swim checks, instead consult one of the firefight from cover entries

 but do not award VP’s)

34. Destroy that Tank - The players come upon an enemy tank that has been trapped/is

stuck in rubble/etc. The tank is immobile, but its weaponry is still working just fine. Aneighboring squad hunkering in cover is trying to get the players attention over the roar 

of the gunfire to coordinate an attack on the tank. A successful lip reading check or asecret tongue military check allows the players to communicate with the neighboringsquad. The squad has a meltagun with them, but if the above check is failed, he is the

first to die as he tries to rush the tank and is mowed down leaving the meltagun lying

out in the open. *if the players destroy the tank they gain d5 vps, if they fail to destroythe tank they loose d3 VP’s*

35. Gas! Explosions sound around the players, followed by screaming and gasping as

green noxious clouds evelope nearby soldiers. Characters must flee to safety to getaway from the chemicals. They must run a total of 10d10 meters to get to safety. Each

round they stay in the cloud they must make a toughness test to avoid inhaling the

deadly gas. They gain +30 on this test for gas masks/rebreathers or etc. Failure of anyroll indicates the player takes d10+1 damage, not modified by armor. *If the players

help any troopers to safety they gain 1 VP*

36. Assault Combat – A number of the enemy armed with mono or the equivalent

weaponry charges the players and the soldiers around them, having infiltrated across

the battlefield. There is roughly one for each player character and allied soldier in theimmediate vicinity. Describe two allied soldier being cut down each round, and 1

Enemy being cut down. After the PC’s have slain 3 enemies, have the enemy make

Will Power checks to hold their ground. Have them make another check each time a player dispatches another foe. If the players slay all the enemy directly engaged with

them, the enemy will automatically rout. *Add D5 VP’s for success, and subtract D5VP’s for failure*

37. Fire Fight From Cover – The players have moved into an abandoned shell of a building,

or a series of low cover pieces. 40 Meters away, an enemy squad has done like wise,

and there is very little additional cover between the two buildings/pieces of cover.There are a number of enemy soldiers in the opposing piece of terrain equal to 1 times

the amount of players, plus one for any allied soldiers immediately accompanying the

 players. Additionally assume the squad has one special weapon type within the building (grenade launcher, flamer, meltagun, etc) Assume 1 enemy soldier is

automatically killed every 2d10 rounds by friendly fire. Assume one friendly soldier 

is struck every d10 rounds. After 2 of the enemy are killed, they must make a will power check each round or begin to flee. *Add D3 VP’s for success, and subtract D3

VP’s for failure*

38. Fire Fight From Cover – The players have moved into an abandoned shell of a building,

or a series of low cover pieces. 130 Meters away, an enemy squad has done like wise,

and there is very little additional cover between the two buildings/pieces of cover.

There are a number of enemy soldiers in the opposing piece of terrain equal to 2 times

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the amount of players, plus one for any allied soldiers immediately accompanying the

 players. Additionally assume the squad has one special weapon type within the building (grenade launcher, flamer, meltagun, etc) Assume 1 enemy soldier is

automatically killed every 2d10 rounds by friendly fire. Assume one friendly soldier 

is struck every d10 rounds. After 4 of the enemy are killed, they must make a will power check each round or begin to flee. *Add D5 VP’s for success, and subtract D5

VP’s for failure*

39. Fire Fight in the Open – The players and the enemy have attempted to sneak across the

same opening at the same time. Both groups of find themselves stuck out in the open,

separated by roughly only 40 meters of open ground. It is 80 meters back out of theengagement zone for both sides. The players may decide to close the ground, while

taking fire or they may engage the enemy from a distance. There are a number of 

enemy soldiers equal to 1 times the amount of players, plus one for any allied soldiers

immediately accompanying the players. Assume 1 enemy soldier is automaticallykilled every 2d10 rounds by friendly fire. Assume one friendly soldier is struck every

d10 rounds. After 2 of the enemy are killed, they must make a will power check each

round or begin to flee. *Add D3 VP’s for success, and subtract D3 VP’s for failure*

40. Junior Command. A small unit of the enemy command has been identified. There are

2 enemy for each player that are heavily armed and armored. In addition there is acommunications specialist, a medic, and an officer. The players have the opportunity

to engage them and destroy a portion of the chain of command. *If the players can kill

the officer and communications specialist (voxcaster), they will gain (2D10+2 VP’s)*

41. Fire from heaven! Explosions sound around the players, followed by screaming as

flames evelope nearby soldiers. Character may make Awareness rolls to hear thewhistle of shells and get to safety prior to the explosions. Those failing the rolls must

make agility rolls or be subject to a flame attack. See the rulebook for details.

42. Higher Ground – The players have come to a depression in the terrain, and high abovein a tower/building/etc the enemy has created a heavy weapons emplacement. A group

of the enemy has a Heavy bolter/ (Heavy Weapon of your choice) in this position.

Allied Soldiers movement has stalled and they are being cut down. If the players don’tact in some way, the troops around them will perish. The only way to get up to the

 position is to climb *Add D3 VP’s for success, and subtract D3 VP’s for failure*

43. Sniper’s Paradise - The enemy is trying to sneak on their stomachs across a long open

area to the players position. There are 10 of them, each carrying high explosives. The

 players and 4 surrounding soldiers get wind of this and open fire on the enemy. Theenemy is laying down so they are hard to see, so all shots are at -10. Further, the range

is 240 meters. After half of their number are killed, the rest will stand up and try to run

 back to cover, taking them 6 rounds of running. *If the players kill all the sappers theygain d3 VPs*

44. Mortars – The players are tasked with tracking down the mortars raining fire on the

men. They may make tracking rolls to follow the smoke trails, which will lead them to

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the location where a number of enemy mortars have been placed. Each mortar is

worked by a pair of individuals only armed with pistols. They will try to defend themortars as best as possible, but may be able to be convinced to surrender. *If the

 players destroy the mortars they gain d5 VP’s, If they are driven off they loose d5

VP’s*

45. The Interrogation – The characters are captured at gun point by an extremely largenumber of enemy and an enemy officer moves in to question the players, He is pressingthem for information of what lays behind enemy lines. Friendly gunfire is moving

closer and closer all the time. Have the players make Deceive rolls versus his

interrogation skill. There is time for only 2 rolls, before the position is overrun withfriendlies and the enemies make good on their retreat. *If the player cracks, they loose

d5 VP’s).

46. Assault Combat – A number of the enemy armed with mono or the equivalentweaponry charges the players and the soldiers around them, having infiltrated across

the battlefield. A leader of the squad is armed with a power weapon. There is roughly

1.5 for each player character and allied soldier in the immediate vicinity. Describe twoallied soldier being cut down each round, and 1 Enemy being cut down. After the PC’s

have slain 3 enemies, have the enemy make Will Power checks to hold their ground.

Have them make another check each time a player dispatches another foe. If the players slay all the enemy directly engaged with them, the enemy will automatically

rout. *Add D5 VP’s for success, and subtract D5 VP’s for failure*

47. Assault Combat – A number of the enemy armed with mono or the equivalent

weaponry charges the players and the soldiers around them, having infiltrated across

the battlefield. A leader of the squad is armed with a power weapon. There is roughly1.5 for each player character and allied soldier in the immediate vicinity. Describe two

allied soldier being cut down each round, and 1 Enemy being cut down. After the PC’shave slain 4 enemies, have the enemy make Will Power checks to hold their ground.

Have them make another check each time a player dispatches another foe. If the players slay all the enemy directly engaged with them, the enemy will automatically

rout. *Add D5 VP’s for success, and subtract D5 VP’s for failure*

48. Fire Fight From Cover – The players have moved into an abandoned shell of a building,

or a series of low cover pieces. 40 Meters away, an enemy squad has done like wise,

and there is an open expanse of impassable terrain between the two (Chasm, FlowingRiver, Etc). There are a number of enemy soldiers in the opposing piece of terrain equal

to 2 times the amount of players, plus one for any allied soldiers immediately

accompanying the players. Additionally assume the squad has one special weapon typewithin the building (grenade launcher, flamer, meltagun, etc) Assume 1 enemy soldier 

is automatically killed every 2d10 rounds by friendly fire. Assume one friendly

soldier is struck every d10 rounds. After 4 of the enemy are killed, they must make awill power check each round or begin to flee. *Add D5 VP’s for success, and subtract

D5 VP’s for failure*

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49. Fire Fight From Cover – The players have moved into an abandoned shell of a building,

or a series of low cover pieces. 150 Meters away, an enemy squad has done like wise,and there is very little additional cover between the two buildings/pieces of cover.

There are a number of enemy soldiers in the opposing piece of terrain equal to 2 times

the amount of players, plus one for any allied soldiers immediately accompanying the players. Additionally assume the squad has a heavy weapon within the building

(Missile launcher,heavy bolter, Heavy Stubber, etc) Assume 1 enemy soldier isautomatically killed every 2d10 rounds by friendly fire. Assume one friendly soldier is struck every d10 rounds. After 4 of the enemy are killed, they must make a will

 power check each round or begin to flee. *Add D5 VP’s for success, and subtract D5

VP’s for failure*

50. Senior Command. A small unit of the enemy command has been identified. There are

3 enemy for each player that are heavily armed and armored. In addition there is a

communications specialist, a medic, and an officer. The players have the opportunityto engage them and destroy a portion of the chain of command. *If the players can kill

the officer and communications specialist (voxcaster), they will gain (2D10+10 VP’s)*

51. The Trenches/Tunnels – A section of tunnels has been heavily booby trapped by the

enemy, and a number of friendly troops can not proceed. The characters my search the

tunnels (skill check) to locate the charges. They may make Demolitions checks todisarm the charges. Botches (96-100) on either check or just moving through the tunnel

causes each character in the tunnel to take damage as if from a frag grenade. *Clearing

the tunnel gains D3VP for the allies, Leaving the tunnel behind looses d3VP*

52. Get that truck unloaded – A vehicle with crates of supplies and strategic materials must

 be unloaded quickly. An aerial craft of some sort has been making passes over the areaand the guardsmen are pretty sure it hasn’t noticed the supplies, yet. They yell at the

 players to help them get the items off the truck and to safety before its too late. The players have 5 rounds to help the troopers. They must make strength checks to carry

materials, and they must accumulate a total of 15 successes before the end of the 5th

 

round. At the end of the 5th

round a missile strikes the truck destroying it and

everything left inside. *If the players get everything to safety, they gain d3 VP’s. If 

the truck is destroyed, key materials are lost and the players loose d3 vps’.

53. The trouble with Psykers. Roll on the 2nd

psychic phenomenon tables. Apply the result

to the players location, and the friendly troops around them. The friendly troopsattempt to turn on the psyker and its up to the players to stop them. *Gain d3 vps’ for 

saving the psyker. Lose D3 VP’s if the psyker is killed

54. A friend in need – A friendly psyker has summoned up something he/she can’t control.

A demon has appeared in the area (bloodletter, etc and it is making short work of the

nearby troopers. The players must intervene before it does too much damage. It willstick around for 15 rounds. *gain d3 VP’s for defeating the demon, Lose d3 for letting

it ‘expire’*

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55. Assault Combat – A number of the enemy armed with mono or the equivalent

weaponry charges the players and the soldiers around them, having infiltrated acrossthe battlefield. A leader of the squad is armed with a power weapon. There is roughly

1.5 for each player character and allied soldier in the immediate vicinity. Describe two

allied soldier being cut down each round, and 1 Enemy being cut down. After the PC’shave slain 4 enemies, have the enemy make Will Power checks to hold their ground.

Have them make another check each time a player dispatches another foe. If the players slay all the enemy directly engaged with them, the enemy will automaticallyrout. *Add D5 VP’s for success, and subtract D5 VP’s for failure*

56. Assault Combat – A number of the enemy armed with mono or the equivalentweaponry charges the players and the soldiers around them, having infiltrated across

the battlefield. A leader of the squad is armed with a power weapon. There is roughly 2

for each player character and allied soldier in the immediate vicinity. Describe two

allied soldier being cut down each round, and 1 Enemy being cut down. After the PC’shave slain 4 enemies, have the enemy make Will Power checks to hold their ground.

Have them make another check each time a player dispatches another foe. If the

 players slay all the enemy directly engaged with them, the enemy will automaticallyrout. *Add D5 VP’s for success, and subtract D5 VP’s for failure*

57. Fire Fight From Cover – The players have moved into an abandoned shell of a building,or a series of low cover pieces. 100 Meters away, an enemy squad has done like wise,

and there is very little additional cover between the two buildings/pieces of cover.

There are a number of enemy soldiers in the opposing piece of terrain equal to 2 timesthe amount of players, plus one for any allied soldiers immediately accompanying the

 players. Additionally assume the squad has a heavy weapon within the building

(Missile launcher,heavy bolter, Heavy Stubber, etc) Assume 1 enemy soldier isautomatically killed every 2d10 rounds by friendly fire. Assume one friendly soldier 

is struck every d10 rounds. After 4 of the enemy are killed, they must make a will power check each round or begin to flee. *Add D5 VP’s for success, and subtract D5

VP’s for failure*

58. Fire Fight without cover – The players and an enemy are both trying to secure a

 bridge/causeway. The players are trying to stop them from destroying it, and theenemy is trying to move to the center of the bridge to set charges. The enemy is 60

Meters away. There are a number of enemy soldiers in the opposing squad equal to 2

times the amount of players, plus one for any allied soldiers immediately accompanyingthe players. Additionally assume the squad has a heavy weapon on the opposite side of 

the bridge (Missile launcher,heavy bolter, Heavy Stubber, etc) Assume 1 enemy

soldier is automatically killed every 2d10 rounds by friendly fire. Assume onefriendly soldier is struck every d10 rounds. After 4 of the enemy are killed, they must

make a will power check each round or begin to flee. *Add D5 VP’s for success, and

subtract D5 VP’s for failure*

59. Elite Troops – Elite troops of the enemy (Hardened Scum, Mutant Heretics, Storm

Troopers, Terminators, Etc) have found the players and attempt to engage them in a

manner best fitting the troops. There is one elite troop per 2 players, and these are

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armed in their most basic manner. Assume 1 enemy soldier is automatically killed

every 3 d10 rounds by friendly fire. Assume one friendly soldier is struck every d5rounds. After 3 of the enemy are killed, they must make a will power check each round

or begin to flee. *Add D5 VP’s for success, and subtract D5 VP’s for failure*

60. Friendly Standard - The characters watch as the squad carrying the friendly colors is

overwhelmed and cut down. The characters have an opportunity to retrieve and hoistthe standard high. The standard is heavily protected (2 enemy soldiers per player) bywell armed troops but leaving it behind would have a tremendous impact on the

friendly army. The PC’s may either choose to engage the target from cover at 60

meters, or they may make concealment rolls to ambush the target in close combat. The players may engage this target as an option, or they may instead leave the target for 

someone else. *Should they fail to retrieve and hoist the friendly standard, subtract

1D10VP’s *

61. There they are – The players are advancing past a crude shelter for wounded soldiers.

A pair of stealthy enemy soldiers are attempting to sneak into the building and destroy

the unshielded target. The players have a chance to stop them, if they notice them. Theenemies must make Silent Move rolls versus theAwareness skill of the players. If they

are seen, they may be engaged. (If the medicae station is destroyed the players lose d3

VP’s, if they stop the demolitionists they gain d3 VP’s)

62. Friendly Fire – Friendly artillery start raining shells down on the friendly location the

 players are in. The players must make use of a communication device and use thecorrect codes and procedures to stop the shelling. Any of the following skill checks

may be made to convince them they are firing on allies: Secret Tongue (military),

Scholastic Lore (Tactica Imperialis) -10, Common Lore (war) -20. If the playerscannot stop the shelling 4d10 allies are killed, and each player must make an agility test

or take d10 damage from shrapnel. *If the player do not stop the shelling they loose d5VP’s’

63. Inspire me! The players come across a massed number of troops. They are all all young

and crouching down with bayonets on their weapons. A scrutiny check +20 reveals

their terrified and unconfident conditions, and that something needs to be said tomotivate them. They are waiting on a horn to be blown by a nearby officer and then

they must make a headlong charge at the nearby enemy gun emplacement. The players

may make any of the following skill checks to inspire them: Charm -30, Intimidate -20,Command -20, Common Lore (Imperial Creed) -10, Common Lore (Imperial Guard) -

10, Scholastic Lore (Imperial Creed). * If the check is made the soldier attack 

feverishly when the horn is blown overrunning the emplacement but sufferingtremendous casualties – Gain d3 VP’s. If the check is failed the soldiers run hesitantly

at the gun emplacement and are all cut down Lose d3 VP’s.

64. Assault Combat – A number of the enemy armed with mono or the equivalent

weaponry charges the players and the soldiers around them, having infiltrated across

the battlefield. A leader of the squad is armed with a power weapon. There is roughly 2

for each player character and allied soldier in the immediate vicinity. Describe three

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allied soldier being cut down each round, and 1 Enemy being cut down every other 

round. After the PC’s have slain 5 enemies, have the enemy make Will Power checksto hold their ground. Have them make another check each time a player dispatches

another foe. If the players slay all the enemy directly engaged with them, the enemy

will automatically rout. *Add D5 VP’s for success, and subtract D5 VP’s for failure*

65. Assault Combat – A number of the enemy armed with mono or the equivalentweaponry charges the players and the soldiers around them, having infiltrated acrossthe battlefield. A leader of the squad is armed with a power fist. There is roughly 2 for 

each player character and allied soldier in the immediate vicinity. Describe three allied

soldier being cut down each round, and 1 Enemy being cut down every other round.After the PC’s have slain 5 enemies, have the enemy make Will Power checks to hold

their ground. Have them make another check each time a player dispatches another foe.

If the players slay all the enemy directly engaged with them, the enemy will

automatically rout. *Add D5 VP’s for success, and subtract D5 VP’s for failure

66. Fire Fight From Cover – The players have moved into an abandoned shell of a building,

or a series of low cover pieces. 130 Meters away, an enemy squad has done like wise,and there is very little additional cover between the two buildings/pieces of cover.

There are a number of enemy soldiers in the opposing piece of terrain equal to 2 times

the amount of players, plus one for any allied soldiers immediately accompanying the players. Additionally assume the squad has a pair of heavy weapons within the

 building (Missile launcher,heavy bolter, Heavy Stubber, etc) Assume 1 enemy soldier 

is automatically killed every 2d10 rounds by friendly fire. Assume one friendlysoldier is struck every d10 rounds. After 4 of the enemy are killed, they must make a

will power check each round or begin to flee. *Add D5 VP’s for success, and subtract

D5 VP’s for failure*

67. Fire Fight From Cover – The players have moved into an abandoned shell of a building,or a series of low cover pieces. 220 Meters away, an enemy squad has done like wise,

and there is very little additional cover between the two buildings/pieces of cover.There are a number of enemy soldiers in the opposing piece of terrain equal to 2 times

the amount of players, plus one for any allied soldiers immediately accompanying the

 players. Additionally assume the squad is all armed with long las guns (or theequivalent of ranged weapons ) Assume 1 enemy soldier is automatically killed every

2d10 rounds by friendly fire. Assume one friendly soldier is struck every d10 rounds.

After 4 of the enemy are killed, they must make a will power check each round or beginto flee. *Add D5 VP’s for success, and subtract D5 VP’s for failure*

68. Fire Fight and Closing – The players have moved into an abandoned shell of a building,or a series of low cover pieces. 50 Meters away, an enemy squad has done like wise

and they are just beginning to break cover and move toward the players positions, and

there is very little additional cover between the two buildings/pieces of cover. Thereare a number of enemy soldiers in the opposing squad equal to 2 times the amount of 

 players, plus one for any allied soldiers immediately accompanying the players.

Additionally assume the squad has a trio of short ranged special weapons (flamers,

melta guns, or etc) Assume 1 enemy soldier is automatically killed every 3d10 rounds

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 by friendly fire. Assume one friendly soldier is struck every d10 rounds. After 4 of 

the enemy are killed, they must make a will power check each round or begin to flee.The enemy will try to move and shoot and close the distance to use their special

weapons on the players. *Add D5 VP’s for success, and subtract D5 VP’s for failure*

69. Elite Troops – Elite troops of the enemy (Hardened Scum, Mutant Heretics, Storm

Troopers, Terminators, Etc) have found the players and attempt to engage them in amanner best fitting the troops. There is one elite troop per 2 players, and these arearmed in their most basic manner. One Troop has a special weapon. Assume 1 enemy

soldier is automatically killed every 3 d10 rounds by friendly fire. Assume one

friendly soldier is struck every d5 rounds. After 3 of the enemy are killed, they mustmake a will power check each round or begin to flee. *Add D5 VP’s for success, and

subtract D5 VP’s for failure*

70. Communications Vehicle – An friendly vehicle loaded with vox equipment is broadcasting support orders to other vehicles and enemies in the field. The vehicle is

unprotected at the moment. There are 2 enemy soldiers per player on the ground

moving rapidly toward the vehicle. If the players make concealment rolls opposing theenemy awareness they may choose to surprise the target from cover at 100 meters, or 

alternatively they may make opposed concealment rolls vs. awareness to ambush the

targets in close combat. If the players fail either roll, roll initiative normally – Theenemy will not abandon their attacks. *Should the enemy destroy the communication

vehicle, subtract 2D10 VP’s *

71. The players receive orders to set up booby traps for a enemy unit advancing

uncontrollably. They are given boxes of grenades and mines and are instructed to rig

the area with explosives, and then finish off the squad. The players may rollDemolitions to set up the explosives. Pick out any ranged combat on these charts to

start with that is appropriate. If the character set up the traps and are successful, only1/3 of the number of enemies is left for the characters to finish off. If the character fail

their explosives roll, then they must fight the enemy as normal.

72. The players are tasked with destroying a key tactical building nearby. It must be

destroyed to prevent the enemy from gaining such a defensable structure. Thecharacters must make it there as quickly as possible (they get to see a battlefield map

 before they go) and then make navigation checks to get there. Once they arrive they

must interface with the technology within and convince the machine spirits to lower the bulkhead doors, or they can destroy the place with explosives. Only allow a short while

 before the enemy begins to arrive in force. *If the players allow the enemy to gain this

 building they loose d5 VP’s*

73. Assault Combat – A number of the enemy armed with mono or the equivalent

weaponry charges the players and the soldiers around them, having infiltrated acrossthe battlefield. A leader of the squad is armed with a power fist. There is roughly 2 for 

each player character and allied soldier in the immediate vicinity. Describe three allied

soldier being cut down each round, and 1 Enemy being cut down every third round.

After the PC’s have slain 5 enemies, have the enemy make Will Power checks to hold

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their ground. Have them make another check each time a player dispatches another foe.

If the players slay all the enemy directly engaged with them, the enemy willautomatically rout. *Add D5 VP’s for success, and subtract D5 VP’s for failure

74. Assault Combat – A number of the enemy armed with chain swords or the equivalentweaponry charges the players and the soldiers around them, having infiltrated across

the battlefield. A leader of the squad is armed with a power fist. There is roughly 1 for each player character and allied soldier in the immediate vicinity. Describe 2 alliedsoldier being cut down each round, and 2 Enemy being cut down every other round.

After the PC’s have slain 4 enemies, have the enemy make Will Power checks to hold

their ground. Have them make another check each time a player dispatches another foe.If the players slay all the enemy directly engaged with them, the enemy will

automatically rout. *Add D5 VP’s for success, and subtract D5 VP’s for failure

75. Fire Fight From Cover – The players have moved into an abandoned shell of a building,or a series of low cover pieces. 90 Meters away, an enemy squad has done like wise,

and there is very little additional cover between the two buildings/pieces of cover.

There are a number of enemy soldiers in the opposing piece of terrain equal to 2 timesthe amount of players, plus one for any allied soldiers immediately accompanying the

 players. Additionally assume the squad is all armed with long las guns (or the

equivalent of ranged weapons ) Assume 1 enemy soldier is automatically killed every2d10 rounds by friendly fire. Assume one friendly soldier is struck every d10 rounds.

After 4 of the enemy are killed, they must make a will power check each round or begin

to flee. *Add D5 VP’s for success, and subtract D5 VP’s for failure*

76. Fire Fight From Cover – The players have moved into an abandoned shell of a building,

or a series of low cover pieces. 140 Meters away, an enemy squad has done like wise,and there is very little additional cover between the two buildings/pieces of cover.

There are a number of enemy soldiers in the opposing piece of terrain equal to 2 timesthe amount of players, plus one for any allied soldiers immediately accompanying the

 players. Additionally assume the squad is all armed with las guns (or the equivalent of ranged weapons ) Assume 1 enemy soldier is automatically killed every 2d10 rounds

 by friendly fire. Assume one friendly soldier is struck every d10 rounds. After 4 of 

the enemy are killed, they must make a will power check each round or begin to flee.*Add D5 VP’s for success, and subtract D5 VP’s for failure*

77. Enemy psyker (Psyker level 3) and retinue – the players are engaged by an enemy psyker and 1 bodyguard per player. *Defeating this band will gain the players d5 vp’s,

loosing will cost them d5 vp’s*

78. Elite Troops – Elite troops of the enemy (Hardened Scum, Mutant Heretics, Storm

Troopers, Terminators, Etc) have found the players and attempt to engage them in a

manner best fitting the troops. There is one elite troop per 2 players, and these arearmed in their most basic manner. Two Troops have a special weapon. Assume 1

enemy soldier is automatically killed every 3 d10 rounds by friendly fire. Assume one

friendly soldier is struck every round. After 3 of the enemy are killed, they must make a

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will power check each round or begin to flee. *Add D5 VP’s for success, and subtract

D5 VP’s for failure*

79. Armored Vehicle and Foot Soldiers – An armored vehicle and 1 enemy soldier per 

 player has engaged the PC’s. The enemy soldiers will disengage as soon as the tank isdisabled or destroyed. Any friendly soldiers near the players must make a Willpower 

roll each round or flee from the scene as a group. Assume 1 enemy is brought down byfriendly fire for each round the friendlies remain in combat. *Gain d5 VP’s for destroying the tank, and lose D5 if it is left unchecked*

80. Hold that Line! – Friendlies are taking huge amounts of withering fire, and thensuddenly the front line begins to falter. Fear and Cowardice take ahold of the nearby

squad and they begin to run. The characters must hold the squad together, or this will

surely take ahold of nearby squads as well. Characters may roll intimidate checks to

keep the troops holding their positions. They gain a +30 bonus for making an exampleof a fleeing trooper. They may make a difficult command check to also stop the panic.

*Gain d5 VP’s for stopping the rout. Loose d5 VP’s if the squad flees*

81. Take out that Bunker! A pair of heavy bolters (or equivalent) are in a position

overlooking a key junction point in the battlefield. They are behind heavily armored

rockcrete walls and have a commanding presence on the battlefield. They offer fullcover with the exception of the head of the firing person. The area leading up to them

is completely littered with bodies and destroyed vehicles. The characters must figure

out how to take these out so that friendly troops may advance. *Destroying the Bunker gains the players d5 VP. Leaving it alone causes a loss of D5 VP*

82. Tactical Advice – The players are summoned in on an emergency strategy meeting. Adire situation including a shortage of troops and ammunition is laid out and the

commanding officer asks for advice, or thoughts on the current situation. A player should roll Scholastic Lore (Tactica Imperialis) at +10, or Common Lore (War at – 30).

Success indicates a brilliant plan that is jointly formulating gaining the players D5 VP.Failure means the inhalation of a platoon of troops. And costs d5 VP.

83. Assault Combat – A number of the enemy armed with chain swords or the equivalentweaponry charges the players and the soldiers around them, having infiltrated across

the battlefield. A leader of the squad is armed with a power fist. There is roughly 2 for 

each player character and allied soldier in the immediate vicinity. Describe 3 alliedsoldiers being cut down each round, and 1 Enemy being cut down every other round.

After the PC’s have slain 4 enemies, have the enemy make Will Power checks to hold

their ground. Have them make another check each time a player dispatches another foe.If the players slay all the enemy directly engaged with them, the enemy will

automatically rout. *Add D5 VP’s for success, and subtract D5 VP’s for failure

84. Assault Combat – A number of the enemy armed with chain swords or the equivalent

weaponry charges the players and the soldiers around them, having infiltrated across

the battlefield. One of the enemies is armed with a flamer as well, and will attempt to

make use of it before charging in on the players. A leader of the squad is armed with a

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 power fist. There is roughly 2 for each player character and allied soldier in the

immediate vicinity. Describe 3 allied soldiers being cut down each round, and 1Enemy being cut down every other round. After the PC’s have slain 5 enemies, have

the enemy make Will Power checks to hold their ground. Have them make another 

check each time a player dispatches another foe. If the players slay all the enemydirectly engaged with them, the enemy will automatically rout. *Add D5 VP’s for 

success, and subtract D5 VP’s for failure

85. Fire Fight From Cover – The players have moved into an abandoned shell of a building,

or a series of low cover pieces. 60 Meters away, an enemy squad has done like wise,

and there is very little additional cover between the two buildings/pieces of cover.There are a number of enemy soldiers in the opposing piece of terrain equal to 2 times

the amount of players, plus one for any allied soldiers immediately accompanying the

 players. Additionally assume the squad is all armed with hot shot lasguns (or the

equivalent of ranged weapons ) Assume 1 enemy soldier is automatically killed every3D10 rounds by friendly fire. Assume one friendly soldier is struck every d10 rounds.

After 4 of the enemy are killed, they must make a will power check each round or begin

to flee. *Add D5 VP’s for success, and subtract D5 VP’s for failure*

86. Fire Fight From Cover – The players have moved into an abandoned shell of a building,

or a series of low cover pieces. 160 Meters away, an enemy squad has done like wise,and there is very little additional cover between the two buildings/pieces of cover.

There are a number of enemy soldiers in the opposing piece of terrain equal to 2 times

the amount of players, plus one for any allied soldiers immediately accompanying the players. Additionally assume the squad is all armed with bolters (or the equivalent of 

ranged weapons ). One enemy will carry a plasma gun or equivalent. Assume 1 enemy

soldier is automatically killed every 3d10 rounds by friendly fire. Assume onefriendly soldier is struck every d10 rounds. After 4 of the enemy are killed, they must

make a will power check each round or begin to flee. *Add D5 VP’s for success, andsubtract D5 VP’s for failure*

87. Enemy psyker (Psyker level 4) and retinue – the players are engaged by an enemy

 psyker and 2 bodyguards per player. *Defeating this band will gain the players d5 vp’s,loosing will cost them d5 vp’s*

88. Elite Troops – Elite troops of the enemy (Hardened Scum, Mutant Heretics, StormTroopers, Terminators, Etc) have found the players and attempt to engage them in a

manner best fitting the troops. There is one elite troop per 2 players, and these are

armed in their most basic manner. Two Troops have a special weapon. Assume 1enemy soldier is automatically killed every 3 d10 rounds by friendly fire. Assume one

friendly soldier is struck every round. After 4 of the enemy are killed, they must make a

will power check each round or begin to flee. *Add D5 VP’s for success, and subtractD5 VP’s for failure*

89. Armored Vehicle and Foot Soldiers – An armored vehicle and 2 enemy soldier per 

 player has engaged the PC’s. The enemy soldiers will disengage as soon as the tank is

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disabled or destroyed. Any friendly soldiers near the players must make a Willpower 

roll each round or flee from the scene as a group. Assume 1 enemy is brought down byfriendly fire for each round the friendlies remain in combat. *Gain d5 VP’s for 

destroying the tank, and lose D5 if it is left unchecked*

90. Defend the Command Station. A small unit of the friendly command has come under 

fire. There are 2 elite enemy for each player, and each is heavily armed and armored.In addition there is a specialist or officer leading the attack. The players have theopportunity to engage them and defend the command or they will surely fall *If the

 players cannot defend the command section they will loose (2D10+2 VP’s)*

91. Assault Combat – A number of the enemy armed with chain or the equivalent

weaponry charges the players and the soldiers around them, having infiltrated across

the battlefield. A leader of the squad is armed with a power weapon. There is roughly 3

for each player character and allied soldier in the immediate vicinity. Describe threeallied soldier being cut down each round, and 1 Enemy being cut down every third

round. After the PC’s have slain 6 enemies, have the enemy make Will Power checks

to hold their ground. Have them make another check each time a player dispatchesanother foe. If the players slay all the enemy directly engaged with them, the enemy

will automatically rout. *Add D5 VP’s for success, and subtract D5 VP’s for failure*

92. Assault Combat – A number of the enemy armed with chain swords or the equivalent

weaponry charges the players and the soldiers around them, having infiltrated across

the battlefield. One of the enemies is armed with a flamer as well, and will attempt tomake use of it before charging in on the players. A leader of the squad is armed with a

 power fist. There is roughly 3 for each player character and allied soldier in the

immediate vicinity. Describe 3 allied soldiers being cut down each round, and 1Enemy being cut down every third round. After the PC’s have slain 7 enemies, have

the enemy make Will Power checks to hold their ground. Have them make another check each time a player dispatches another foe. If the players slay all the enemy

directly engaged with them, the enemy will automatically rout. *Add D5 VP’s for success, and subtract D5 VP’s for failure

93. Fire Fight From Cover – The players have moved into an abandoned shell of a building,or a series of low cover pieces. 30 Meters away, an enemy squad has done like wise,

and there is very little additional cover between the two buildings/pieces of cover.

There are a number of enemy soldiers in the opposing piece of terrain equal to 3 timesthe amount of players, plus one for any allied soldiers immediately accompanying the

 players. Additionally assume the squad is all armed with bolters (or the equivalent of 

ranged weapons ), one possesses a special weapon of sorts (flamer, meltagun) and oneof them operates a heavybolter, heavy stubber or etc for surpressing fire. Assume 1

enemy soldier is automatically killed every 4D10 rounds by friendly fire. Assume one

friendly soldier is struck every d10 rounds. After 6 of the enemy are killed, they mustmake a will power check each round or begin to flee. *Add D5 VP’s for success, and

subtract D5 VP’s for failure*

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94. Fire Fight From Cover – The players have moved into an abandoned shell of a building,

or a series of low cover pieces. 190 Meters away, an enemy squad has done like wise,and there is very little additional cover between the two buildings/pieces of cover.

There are a number of enemy soldiers in the opposing piece of terrain equal to 3 times

the amount of players, plus one for any allied soldiers immediately accompanying the players. Additionally assume the squad is all armed with bolters (or the equivalent of 

ranged weapons ), one possesses a special weapon of sorts (flamer, meltagun) and oneof them operates a heavybolter, heavy stubber or etc for surpressing fire. Assume 1enemy soldier is automatically killed every 4D10 rounds by friendly fire. Assume one

friendly soldier is struck every d10 rounds. After 7 of the enemy are killed, they must

make a will power check each round or begin to flee. *Add D5 VP’s for success, andsubtract D5 VP’s for failure*

95. A pair of enemy psykers (Psyker level 4) and retinue – the players are engaged by an

enemy psyker and 2 bodyguards per player. *Defeating this band will gain the playersd5 vp’s, loosing will cost them d5 vp’s*

96. Elite Troops – Elite troops of the enemy (Hardened Scum, Mutant Heretics, StormTroopers, Etc) have found the players and attempt to engage them in a manner best

fitting the troops. There is one elite troop per player, and these are armed with

upgraded weaponry. Two Troops have a special weapon. Assume 1 enemy soldier isautomatically killed every 3 d10 rounds by friendly fire. Assume one friendly soldier 

is struck every round. After 6 of the enemy are killed, they must make a will power 

check each round or begin to flee. *Add D5 VP’s for success, and subtract D5 VP’s for failure*

97. Elite Troops – Elite troops of the enemy (Hardened Scum, Mutant Heretics, StormTroopers, Terminators, Etc) have found the players and attempt to engage them in a

manner best fitting the troops. There is one elite troop per player, and these are armedwith upgraded weaponry. Four Troops have a special weapon. Assume 1 enemy soldier 

is automatically killed every 3 d10 rounds by friendly fire. Assume one friendlysoldier is struck every round. After 6 of the enemy are killed, they must make a will

 power check each round or begin to flee. *Add D5 VP’s for success, and subtract D5

VP’s for failure*

98. Armored Vehicle and Foot Soldiers – An armored vehicle and 3 enemy soldiers per 

 player has engaged the PC’s. The enemy soldiers will disengage as soon as the tank isdisabled or destroyed. Any friendly soldiers near the players must make a Willpower 

roll each round or flee from the scene as a group. Assume 1 enemy is brought down by

friendly fire for each round the friendlies remain in combat. *Gain d5 VP’s for destroying the tank, and lose D5 if it is left unchecked*

99. Hard Hitters – The players have stumbled upon the most elite troops the enemy has tooffer. (This may include Ogryn, Terminators, Demons, or etc). Play out an encounter 

with one enemy per 2 PC’s. *Add D5 VP’s for success, and subtract D5 VP’s for 

failure*

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100. Defend the Warlord – It is clear that the enemy is about the claim the head of 

the a Senior leader. A huge well armed and armored unit of the enemy has the leader of the allies pinned down. There are 3 enemy for each player that are heavily armed and

armored. In addition there is a communications specialist, a medic, and an officer in

the attacking units. The players must try to defend the command. * If the playerscannot defend the Lead officer, they loose (2D10+10 VP’s)*

 Post Battle Phase:

Step 1: Compare Victory Points: The side accumulating the most victory points during the battle has won the engagement.

The GM should consult the following chart to determine what occurs.

Won the Battle by:<20 Victory Points: The battle has not been decided in one day. After d10+2 hours

of rest, the generals will again send their troops into battle. They will

not reroll the starting victory points, however. They will instead use thevictory points they now begin with. The number of rounds the armies

are willing to fight should be halved.

20 - 40 Victory Points: Marginal Victory: The side winning the battle has won just by

the hair of their teeth. The enemy withdraws and scatters. Harsh

sentiments will remain amongst the enemy and it is only a matter of time before they are reorganized. Light enemy casualties and a few prisoners

of war are taken at the completion of the fighting.

40-60 Victory Points: Decisive Victory. The winning side had driven the enemy from

the field of battle. Key components of the opponents force have beendestroyed, and it will be a long while before the enemy can organize

itself for another battle. A large number of enemy casualties and a smallnumber of prisoners occur as the enemy leaves the field of battle.

60-80 Victory Points: Rout. The enemy takes enormous casualties and is all butdestroyed. Key personnel are killed and equipment is lost. A huge

number of casualties are taken among the enemy in the rout, and an

equally large number of prisoners are taken.

>80 Victory Points: Annihilation: The enemy is completely massacred or surrenders

following the battle. The enemy force is destroyed or capturedalmost to the man.

Enemy modifications for battle actions:

a) Note: The GM must use his or her head for these tables. If the playersare fighting space marines, it would be very rare that the marines

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outnumber the army they are fighting. The GM must be ready to modifythe numbers of enemies rolled on the tables.