TEXT:  
  
  ROLEPLAYING IN THE GRIM DARKNESS 
  OF THE 41ST MILLENNIUM
  TM
  
  2
  Credits
  Lead Developer
  Tim Flanders
  Writing and Development
  Tim Cox and John Dunn
  Editing and Proofreading
  Mark Latham and Dave Johnson
  Managing RPG Producer
  Chris Gerber
  Graphic Design
  Michael Silsby and Edge Studios
  Graphic Design Manager
  Brian Schomburg
  Cover Art
  Imaginary FS Pte Ltd
  Interior Art
  Dimitri Bielak, Alberto Bontempi, Alex Boyd,  
  Matt Bradbury, Kevin Chin, Ioan Dumi, Dave Gallagher, 
  Ilich Henriquez, Nikolaus Ingeneri, Jason Juta,  
  Nuala Kinrade, Karl Kopinski, Sam Lamont, Mark Molnar, 
  Marco Morte, Ameen Naksewee, Adrian Smith,  
  David Sondered, Javier Garcia Urena
  Managing Art Director
  Andrew Navaro
  Art Direction
  Andy Christensen and John Taillon
  Production Management
  Eric Knight
  Licensing & Development Coordinator
  Deb Freytag
  Executive Game Designer
  Corey Konieczka
  Executive Producer
  Michael Hurley
  Publisher
  Christian T. Petersen
  Special Thanks
  Playtest Coordinator Ronald DeValk. “No Guts No Glory!” Sean 
  Connor with Stephen Pitson, Mathieu Booth, Barry Sprying, 
  Andrea Pitson, and Rachel Booth: “You Bid Babies?!?” Jordan 
  Millward with Keri Harthoorn, Kyle Harthoorn-Burton, Kieren 
  Smith, Julia Smith, Malcolm Douglas Spence. 
  Games Workshop
  Licensing Manager
  John French and Graham Nicoll
  Head of Licensing
  Jon Gillard
  Head of Licensing, Legal, 
  and Strategic Projects
  Andy Jones
  Head of Intellectual Property
  Alan Merrett
  FANTASY
  FLIGHT
  GAMES
  Fantasy Flight Games
  1995 West County Road B2
  Roseville, MN 55113
  USA
  © Games Workshop Limited 2013. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Only War, No Surrender, the foregoing 
  marks’ respective logos, and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, 
  weapons, units and unit insignia, characters, products and illustrations from the Warhammer 40,000 universe and the Only War game setting are 
  either ® or ™, and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition 
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  Flight Publishing, Inc. All rights reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or 
  transmitted in any form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
  ISBN: 978-1-61661-690-8  Product Code: IG06   Print ID: 1778SEP13
  Printed in China
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  rule queries, or just to pass on greetings, visit us online at
  www.FantasyFlightGames.com
  CREDITS
  
  3
  Contents
  Contents
  Introduction
    Chapter I: The Beachhead ...................................................4
    Chapter II: Something Wicked Lurks ................................4
    Chapter III: Mechamorphosis .............................................4
  Warzone Epsilon .....................................................................5
    The Warp Junction ................................................................6
    The Secession ........................................................................6
  The Lycurgos Star Fort ...........................................................7
    The Spinward Front ..............................................................9
    Current Status..................................................................... 10
  Factions of Warzone Epsilon .............................................. 12
    The Severan Dominate ...................................................... 12
    The 1054th Vostroyan Void Shrikes ............................... 13
    Constructing the Vostroyan 1054th ............................... 15
  Chapter I: The Beachhead
  Final Preparations ................................................................ 19
    Waiting to Launch ............................................................. 23
    Breaching Lycurgos ........................................................... 24
    Notable Characters ............................................................ 27
  The Breach ............................................................................ 28
    First Impressions ................................................................ 28
    The Explosion .................................................................... 31
    Advancing Under Fire ....................................................... 33
    Notable Characters ............................................................ 34
  Secure the Landing Zone .................................................... 35
    Establishing Contact ......................................................... 35
    Through the Defences ...................................................... 36
    Onward and Inward .......................................................... 38
    Establish a Perimeter ......................................................... 40
  Counter Attack ..................................................................... 41
    The Scouts .......................................................................... 42
    The Big Push ..................................................................... 42
    Forward Elements .............................................................. 44
    Scrambled Fighters ............................................................ 45
    Notable Characters ............................................................ 46
  Reinforcements Arrive ......................................................... 47
    The Arrival Process............................................................ 47
    Mission Debriefing ............................................................ 48
    Notable Characters ............................................................ 50
    Rewards ............................................................................... 50
  Chapter II: Something Wicked Lurks
  Securing the Docking Arm ................................................. 52
    Counter Strike .................................................................... 53
    Weapons Check ................................................................. 57
    Sabotage the Supplies ....................................................... 58
    Into the Armoury ............................................................... 60
    Notable Characters ............................................................ 61
  Purging Lycurgos ................................................................. 63
    Ordnance Manufactorum .................................................. 63
    Flight Deck ......................................................................... 65
    Finding a Path .................................................................... 68
    Optional Encounters ......................................................... 70
    Notable Characters ............................................................ 74
  General Constantine ............................................................ 75
    A New Briefing .................................................................. 75
    The Command Deck ......................................................... 82
    Notable Characters ............................................................ 84
    Rewards ............................................................................... 84
  Chapter III: Mechamorphosis
  Command Decision ............................................................. 86
    Using Runners .................................................................... 88
    Return and Report ............................................................. 89
    The Warpsmith’s Rite ........................................................ 92
    Debriefing ........................................................................... 92
    Notable Characters ............................................................ 93
  Uncover Corruption ............................................................. 94
    Mission Briefing ................................................................ 95
    Back Into the Fire .............................................................. 95
  The Enginarium .................................................................104
    Entering the Sanctum ......................................................105
    Finding the Targets .........................................................107
    Halting the Transition .....................................................111
    Undertaking the Rite ......................................................111
    Notable Characters ..........................................................112
  Escape ..................................................................................113
    The Frantic Dash .............................................................113
    Fleeing the Daemon ........................................................115
    Consolidating Control ....................................................116
    Wrap Up ............................................................................116
  Appendix: NPCs and Adversaries
  Personalising NPCs ...........................................................119
  Rank and File .....................................................................120
    Severan Dominate ...........................................................120
    Imperial Guard and Allies ...............................................123
    1054th Vostroyan Void Shrikes .....................................126
  Dramatis Personae ..............................................................129
    Imperial Guard and Imperial Navy ...............................129
    Severan Dominate ...........................................................133
  Imperial and Severan Dominate Vehicles ........................134
  Servants of Chaos ..............................................................136
    Daemon Engines ..............................................................139
  
  Introduction
  4
  CHAPTER II: SOMETHING 
  WICKED LURKS
  The second chapter begins as the Player Characters face stiff 
  opposition from the Severan Dominate soldiers. This takes the 
  form not only of all-out attack, but sabotage and infiltration 
  as well. Once free from these threats, the Imperial Guard must 
  investigate their surroundings and reconnoitre the numerous 
  twisting corridors that wind their way around the secured 
  landing zone. 
  During their expeditionary forays, the Player Characters 
  find evidence of a much greater evil aboard the star fort. 
  A hellish Daemon Engine being brought to a vile form 
  of life deep in the bowels of the star fort hints at a much 
  more sinister heresy than political dissidence. Under orders 
  to apprehend General Constantine, the commander of 
  the Severan Dominate forces aboard Lycurgos, the Player 
  Characters take part in a massive infiltration of the station 
  to bring him to justice. The chapter comes to a close as the 
  Player Characters come upon the Severan General, and must 
  rescue him from attack by the Daemonic monstrosities they 
  suspect him of creating. 
  CHAPTER III: 
  MECHAMORPHOSIS
  With the general in their custody and the truth of the 
  Chaos presence uncovered, the Player Characters make their 
  way back to headquarters to report their findings to their 
  commanders. From there, they are sent into the belly of the 
  star fort to find the extent of the corruption and to deal with 
  the Warpsmith behind it. 
  To their horror, the Player Characters discover that 
  the corruption runs much deeper than they suspect. The 
  Warpsmith, Arkturian, has begun the ritual to spread the 
  Warp-taint throughout the star fort and to take the fortress 
  as a weapon for his warband. Armed with this knowledge, 
  the Player Characters must set in motion the destruction of 
  the station, lest it fall to the servants of the Ruinous Powers. 
  The climax of the adventure comes as the players and their 
  allies make their desperate escape from the Lycurgos in the last 
  moments before the star fort, and the foul beasts that now 
  prowl its corridors, are annihilated. 
  Introduction
  “They will wish to take this star fort from us, men. The Imperial 
  dogs fear our glorious Duke. Seeing the rightness of our lord’s cause, 
  they cannot but question their own claim to the Emperor’s domain 
  and tremble at the realisation that they are unworthy. We stand 
  guardian against those who fear change out of ignorance. We will 
  teach the Emperor’s misguided children to embrace their fate, or 
  accept our judgement!
  –General Frederique Constantine, commander of
  the Severan forces aboard the Lycurgos Star Fort
  N
  o
  Surrender is an extended, three-chapter
  adventure for only War. Through the course of 
  the scenarios within, the characters face situations, 
  locales, and personalities their training could never have 
  prepared them for. The entirety of this adventure centres 
  around the Lycurgos star fort, a titanic orbital fortress used 
  by the Severan Dominate in their war of secession from the 
  Imperium of Man. This setting provides the Imperial Guard 
  with unique challenges as they attempt to reclaim the ancient 
  battle station. 
  The circumstances change, however, when the Imperial 
  Guard and the forces of the Severan Dominate find that they 
  are no longer the greatest threat to one another aboard the star 
  fort. A terror from the last days of the Horus Heresy, a Chaos 
  Space Marine Warpsmith, is loose in the twisting corridors of the 
  Lycurgos and seeks to twist the archaic fortress to his own ends. 
  The adventure is designed to accommodate Player 
  Characters from myriad different regiments. As such, certain 
  NPCs are deliberately left open, so that the Game Master 
  can insert characters whom he has already established. 
  Similarly, at different points throughout the adventure, there 
  are suggestions for revising scenes to accommodate regiments 
  with particular skills. Game Masters are strongly encouraged 
  to thoroughly review this adventure prior to the first session 
  of play so that they can prepare any appropriate materials. 
  CHAPTER I: 
  THE BEACHHEAD
  The adventure opens with the Player Characters inbound to 
  the objective of their mission, the Lycurgos star fort. Amidst 
  overwhelming opposition and through withering fire, the 
  Player Characters make their landing aboard the orbital 
  station. Fighting alongside the Vostroyan 1054th company, 
  the “Void Shrikes,” they must secure a landing zone for the 
  remainder of the attacking force. Their efforts are stymied 
  as much by the Severan Dominate troops aboard the fort as 
  by ill fortune.   
  Their beachhead secured, the Player Characters take part 
  in the action to cordon off a defensive perimeter around 
  the makeshift base and defend against the single-minded 
  counter-attack of the star fort’s forces.
  
  Introduction
  5
  a breadbasket for the Periphery, while still providing much 
  needed foodstuffs to the greater Calixis Sector. Additional assets 
  were accorded the world, including the manpower to revitalise 
  the Lycurgos star fort that had been abandoned in the system 
  during the Angevin crusade. With the star fort’s refit complete, 
  Helena II was regarded as one of the most productive and best 
  defended worlds within the sub-sector. Even the most aggressive 
  xenos forces in the region recognised the star fort’s might and 
  chose to target worlds less well defended.
  Not surprisingly, maintaining the relative prosperity of 
  Helena II and its continued security required additional 
  colonists from within the Calixis Sector. The Administratum 
  gathered population-tithes from dozens of surrounding 
  worlds and reassigned them to the agri-colonies of Helena 
  II. Those tithe-serfs constituted a massive influx to the
  population of the isolated planet. The world’s existing 
  resources were soon strained trying to accommodate the 
  newcomers. Settlements that had been intended for hundreds 
  of colonists had to instead serve as residences for thousands. 
  Many who appeared to have escaped the overcrowded hive 
  worlds from which they had been plucked began to despair 
  at their newfound conditions.
  The planetary governor’s initial reaction to this new 
  population was despair; after all, how could they be fed 
  without affecting the amount of foodstuffs exported to other 
  Warzone 
  Epsilon
  “There can be no glory in the absence of the Emperor.”
  –Commissar Horace Barrgraves
  O
  riginally named Helena II, Warzone Epsilon was a 
  moderately colonised world in the Periphery Sub-
  Sector. Initially discovered by St. Drusus during the 
  Angevin Crusade, it remained largely forgotten for several 
  centuries. During a period of Calixis expansionism in late M40, 
  Helena II was colonised at the same time as several other highly 
  regarded worlds within the Periphery. Administratum projections 
  gave the colonisation effort a high probability of success due 
  to its amenable agricultural conditions. Consequently, the 
  Administratum sent a large initial wave of colonists. Additional 
  supplies and the protection offered by a small Imperial Navy 
  presence enabled the colonists to transform Helena II into a 
  thriving agri-world in a remarkably short period of time. 
  Over the course of just a few centuries, the planet’s harvests 
  began to provide adequate supplies for several of the Periphery’s 
  worlds. Some even dared to hope that it could eventually become 
  A LArger SAgA
  Game Masters can choose to use no Surrender as a standalone campaign in three acts. Over the course of the segments, the 
  Player Characters have ample time to develop their abilities. The resistance they face is consistently relentless, posing sufficient 
  threat to novices as well as more experienced Player Characters. Once the campaign to retake the star fort is complete, Game 
  Masters could easily continue the story arc by focusing on the recapture of the Warzone Epsilon agri-world that it orbits. 
  Alternatively, some Game Masters may prefer to integrate these adventures with a preexisting campaign. This could 
  involve one of the Game Master’s own design or ones that have previously been published. If using this approach, 
  modifications may be necessary to the adventures based upon the rank that the Player Characters have previously 
  achieved. If the characters command a platoon or company, their roles in coordinating the campaign are very different 
  than if they all belong to a single squad.
  Game Masters who choose to add this adventure to an existing campaign are encouraged to use their own discretion 
  in connecting the different segments. A few possible suggestions on different methods follow, but these may need to be 
  modified based on the past experiences of the Player Characters. 
  Eleventh Hour: Characters who participated in the sample adventure—freely available for download from  
  www.fantasyflightgames.com—fought a battle against a seemingly endless tide of Orks on the jungle moon Aeryas. 
  After this scenario, High Command may have reassigned their regiment. Perhaps the Imperial Navy’s merciless orbital 
  bombardment was enough to break the Ork infestation. Cleaning up the few survivors proved a manageable task. 
  Against the Savages: The adventure included in the only War Core Rulebook includes battles against the Ork 
  hordes on the planet Skrynne. As an important frontline world in the battle against Waaagh! Grimtoof, a recall from 
  this world requires extenuating circumstances. This could be due to the critical nature of the battle for Warzone Epsilon. 
  Alternatively, if a regiment more experienced or specialised in fighting Orks became available, High Command might 
  have decided that the Player Characters’ unit could be safely reassigned.
  Old Soldiers: The adventure packaged with the only War Game maSter’S Kit presents battles against the combined 
  Dark Eldar and Severan Dominate forces on Virbius. In the scenario, the characters have an opportunity to capture a key 
  secessionist general and discover the Dark Eldar presence. If the general is taken into custody, the intelligence he provides could 
  transform the war. High Command might decide to withdraw the regiment, as their presence is no longer deemed necessary.
  Final Testament: This standalone set of three adventures introduces the mining world of Hervara, where Ork 
  forces have captured an Imperial Ordinatus. Characters who remained loyal to the Imperium severely damaged both 
  the secessionist and xenos armies. They could have been transferred from the world as heroes. Characters who chose 
  to change their allegiance to the Severan Dominate might also have been desperate to flee. They might now be serving 
  with the forces aboard Lycurgos—playing this adventure from the opposite side.
  
  Introduction
  6
  Sector. Vessels travelling to the Calixis Sector or preparing 
  to embark on a voyage the other way would often refit in 
  the system. Within a few decades, the system garnered a 
  reputation as a key Warp junction. Consequently, most vessels 
  travelling through this region of the sub-sector at least make 
  a brief transition into the system prior to continuing their 
  journey. Though hardly well trafficked by the standards of a 
  more civilised region, the number of vessels passing by the 
  planet were uncommonly high for a colonial world. 
  Some of these craft—particularly those owned by Rogue 
  Traders—began to engage the colony world with trade as 
  their vessels underwent refit at the star fort. A broad range of 
  unusual objects—including some xenostech—began to enter 
  circulation within Helena II’s cities. Merchants were satisfied 
  with the surprising quantities of foodstuffs that they could 
  obtain for seemingly minor trinkets. The colonists, in turn, 
  soon became obsessed with these otherworldly artefacts.
  Prior to the formation of the Severan Dominate, Helena II 
  was well on its way to becoming a key port in the Cold Trade. 
  Naval officers manning the star fort, and the local rulers, turned 
  a blind eye to the crimes, which took place with a disturbing 
  frequency. Some rumours indicate that the very artefacts they 
  were meant to prohibit had corrupted the rulers and officers. 
  Were it not for the secession of the Severan Dominate as a 
  whole, it is likely that this influx of anathema devices might 
  have eventually led to a major Inquisition cleansing of the 
  world. As it stands, many among the Imperium have made 
  clear that once the world returns to the Imperium’s fold, an 
  extensive investigation will be required.
  THE SECESSION
  When the Severan Dominate seceded, the Imperial forces 
  in the Spinward Front immediately recognised the strategic 
  value of the Helena system. Designating the agri-world 
  Warzone Epsilon, a substantial contingent was assigned to 
  recapture the world quickly. The fate of that force was never 
  discovered, as it was never known to complete its Warp 
  transition—even several years after departing from the heart 
  of the Calixis Sector. Yet, as long as the Severan Dominate 
  controlled Warzone Epsilon, they could use it as a way point 
  for deliveries to and from the Scarus Sector. As commerce 
  with that region had become a critical element to the fledgling 
  domain’s stability, security had become absolutely vital. Were 
  control of the system and the associated Warp junction to 
  fall out of the hands of the Severan Dominate, it could prove 
  disastrous for the Imperium.
  This combination increased the value of the asset in Imperial 
  eyes as well. Disrupting the secessionist’s supply lines could 
  cause the secession to crumble far more quickly. The capability 
  to more easily connect with Imperial assets in the Scarus 
  Sector could be a tremendous boon to the war effort. Initial 
  projections indicated that the Helena II Harvest Guard would 
  be incapable of resisting the might of the Imperial Guard. Early 
  expectations were that the planet could be swiftly retaken with 
  a minimum of loyalist losses. In reality, fighting on the planet 
  has been brutal. Further, Severan Dominate forces have been 
  better supplied and more quickly replaced due to the tactical 
  advantage that the star fort offers.
  worlds? The initial focus became to expand the planet’s 
  cultivated land, so that food production could be dramatically 
  increased. Labourers worked around the clock, some in fields 
  hundreds of miles from their assigned residence. Over the 
  course of the next several harvests, Helena II increased its 
  production enough to offset the newfound demand.
  Additional habs were never actually constructed for the 
  new residents. Instead, the new colonists—and many of the 
  original serfs—became wandering hordes of conscripted 
  labour. Land was set aside for tent cities around the borders 
  of all of the planet’s cultivated land. Labourers would work a 
  field during the planting and sowing seasons, then move on 
  to work another field during the next season. Sometimes they 
  might return to a field at harvest time, but in other instances 
  they would continue to migrate as other labour-hordes would 
  arrive to harvest and process the fruits of their rivals’ drudgery. 
  As a colony world, Helena II had only limited access to 
  technological resources. Domestic animals were also a precious 
  commodity. Consequently, the labour force was expected to 
  travel on foot from place of toil to place of toil. Over the course 
  of generations, most of the world’s inhabitants became nomadic 
  clans. They would work a few weeks at each farm, and then travel 
  to another farm where they could pitch their tents and live. Over 
  the course of each year, these tribes would migrate thousands of 
  kilometres, often crossing the planet’s equator so that they were 
  always in a place that had an active growing season.
  With such a nomadic lifestyle, the colonists acquired few 
  physical possessions. Most owned only their clothing, their 
  family tent, and a few symbols of their faith in the Emperor. 
  In return for their daily backbreaking labour, the planetary 
  government provided the bare necessities for life. Each tent 
  city was provided with a supply of fresh water and food—the 
  nomads were forbidden, on pain of excruciation, from eating 
  any of their harvest. 
  Annually, the planetary governor demanded that the planet 
  provide a tithe of capable men and women into the Helena II 
  Harvest Guard. All members of the guard were expected to be 
  familiar with the standard Imperial armaments provided as part 
  of the regular Imperial deliveries to the colony. Their primary 
  role was to remain prepared to defend the planet against any 
  xenos incursion. As part of their continuing physical training, 
  these units remained active in the effort to plant and harvest 
  Helena II’s crops. Their secondary role was to assist the governor 
  in dealing with any dissident uprisings. Fortunately, due to the 
  exhausting nature of life on the agri-world, any attempts at 
  revolution have been ineffective and swiftly crushed.
  THE WARP JUNCTION
  Over the centuries since the agri-world was first colonised, 
  traffic to Helena II gradually increased. Initially, the only 
  regular traffic was vessels retrieving foodstuffs for export 
  to other worlds. However, the proximity of Lycurgos earned 
  it a reputation as an ideal location in the Periphery for 
  Imperial Navy and Rogue Trader vessels to refit prior 
  to their exploratory expeditions towards the systems 
  beyond the sub-sector. 
   This soon revealed that the system’s location was 
  ideally proximal to the Warp route to the Scarus 
  
  Introduction
  7
  rediScovery
  With the colonisation of Helena II, Imperial Navy craft 
  could hardly ignore the existence of the derelict star fort. Its 
  presence in the planet’s orbit was enough to alter the world’s 
  tidal patterns. Augur arrays immediately indicated that, 
  contrary to all appearances, the enormous station still had 
  active plasma generators. The commanders of several vessels 
  began scouring ancient logs of the system as they scurried to 
  claim temporary authority over the station. 
  It was clear to all that successfully recovering the star fort 
  could lead to rapid promotion. Even if that were not the 
  immediate result, holding such a potent resource in such an 
  isolated region would garner enormous prestige. Certainly, 
  anyone who could assume command would be able to use 
  their own vessel as well as the station to persuade others to 
  back down from any confrontation. 
   Rogue Trader Captain Jacoby Meddington of the 
  light cruiser Blind Faith was the first captain to successfully 
  identify the star fort as the Lycurgos. With that knowledge, he 
  committed his craft and crew to a docking attempt with the 
  station. As he approached, he broadcast a claim of authority 
  to the station, stating its name and citing his warrant of trade. 
  His command broadcast was scarcely sent before Howarth 
  Kenningsly, Rear Admiral of Imperial Navy broadcast his 
  battlefleet’s claim to the star fort. Unwilling to relinquish 
  his new, and valuable, acquisition, the Rogue Trader 
  opened fire on the Navy’s vessels.
  The Lycurgos 
  Star Fort
  I
  n the waning days of the Angevin Crusade, there were, 
  at times, more Imperial assets available than ideal systems 
  for continued expansion. On some occasions, the fleet was 
  badly dispersed and some groups became uncertain about the 
  prioritisation of remaining targets. The repeated successes 
  enjoyed by St. Drusus and communications breakdowns led 
  to situations where fleets arrived in systems that had already 
  been conquered. At other times, poor strategic estimates sent 
  entire armies to worlds that were later deprioritised. 
   Some of the advance craft remained dutifully in these 
  systems until they met with disaster, or were lost due to 
  insufficient supplies as they waited patiently for contact from 
  the fleet. Others returned to their launch site, where they were 
  executed for treason for daring to abandon their assigned 
  posts. The Lycurgos star fort is one example of a station that 
  remained in the unexplored regions of the Periphery, waiting 
  patiently for the advance of a crusade that had already ended. 
  Dozens of Imperial Navy vessels had towed the enormous 
  Ramilles-class star fort to the Helena II system, with the 
  expectation that the crusade would eventually make use of it. 
  Early plans intended for the system to be a critical junction 
  for the next step in the crusade’s expansion.
  Instead, the crusade petered out. The vessels that had 
  towed the station into place were reassigned to other vital 
  missions. Soon, there were insufficient craft in the sub-
  sector to undertake the challenge of moving the fort, and its 
  relocation remained on the Imperial Navy’s roll of unassigned 
  tasks for decades. All the while, other higher-priority tasks 
  that required fewer craft were assigned to duty rosters for 
  immediate resolution. Many of the station’s crew were 
  reassigned to other locations. Eventually, an Administratum 
  scribe removed Lycurgos from its listings of active facilities, 
  assuming that its continued presence was nothing more than 
  an ongoing typographic error. An enormous and powerful 
  piece of Imperial infrastructure was functionally discarded.
   Without any support or supplies, the star fort’s crew simply 
  grew old and died during the centuries of isolation. The 
  command staff maintained a skeleton crew by strictly rationing 
  the remaining supplies, though by the time the station’s 
  commander decided that an attempt should be made to return 
  Lycurgos to the more civilised worlds of the Calixis Sector, there 
  were not enough functioning vessels in the system to transport it. 
  Instead, the enormous star fort attempted to hold station in orbit 
  around Helena II, for centuries. There it remained, with barely 
  enough power to maintain but a fraction of its atmosphere and 
  a subset of its systems, drawing what resources it could from the 
  nearby habitable planet. 
  When humanity once more began active expansion into 
  the Periphery sub-sector, explorers rediscovered Lycurgos. 
  By that point, only a few of the station’s servitors remained 
  operational. These tireless automatons had continued to 
  perform their last orders, keeping the station’s essential 
  systems functional, scavenging whatever equipment they 
  could to do so. 
  
  Introduction
  8
  The precise functions and capabilities of Lycurgos were 
  slightly modified in its refit. Because the station was located 
  so far from any major battlefronts, it was expected that 
  equipment designed for use during a major crusade could 
  be deprioritised. Similarly, due to the low level of traffic 
  compared to a star fort serving in a major engagement, Rear 
  Admiral Kenningsly decided that it would be necessary for 
  the station to remain self-sufficient. Consequently, many of 
  the systems and storage facilities were redesigned so that 
  the station could make productive use of the space that was 
  initially intended to store components for warships. 
   In spite of these changes, the station remains largely 
  consistent with the Ramilles STC used for its initial 
  construction. The station’s defensive capabilities are all 
  believed to remain fully functional, certainly unhindered by 
  the refit. Each of its quadrants is armed with a massive ordnance 
  battery capable of wreaking significant damage upon even the 
  most potent of Imperial ships. These are supplemented with 
  lance batteries and myriad launch bays. The largest limitation 
  to the star fort’s launch bays is that the Severan Dominate 
  forces currently holding the station lack sufficient pilots and 
  small craft to fully exploit these numerous bays. Pilots loyal 
  to the secessionist cause, along with their craft, were largely 
  transferred to more mobile assets with the arrival of the war. 
  Less than half of the launch bays currently hold even a single 
  fully functional squadron. Of those squadrons, most of the 
  pilots have flown few, if any, missions.
  From its position in orbit, Lycurgos is more than capable of 
  conducting a thorough bombardment of Helena II if such a 
  thing were to prove necessary. To date, the officers controlling 
  the star fort have ordered no such actions. However, the 
  planetary authorities are certainly well aware of the threat that 
  looms in the void above. The Lycurgos’ potency is such that if it 
  were to unleash its full power, Helena II could sustain damage 
  that might cripple its output for centuries. Given the limited 
  experience of its current crew, members of the Dominate 
  command body are extremely hesitant to bring the star fort’s 
  fury to bear upon the planet. They fear that any attempt at a 
  selective strike might either miss the chosen target or cause 
  more significant damage than intended. Some have speculated 
  that the secessionists are too afraid of the star fort’s capabilities 
  to ever use it effectively.
  Conversely, some members of the Imperial Command in 
  the Spinward Front fear that this belief is an invitation to 
  disaster. The secessionists can ill afford to sheathe a weapon 
  as versatile and powerful as Lycurgos. While they may not yet 
  have worked up the nerve to use it effectively, they are certain 
  to attempt to exploit its capabilities, as their situation becomes 
  increasingly dire. For this reason, the Imperium has decided 
  that the star fort must be removed from Severan Dominate 
  control as quickly as possible. 
  The ensuing combat saw the complete destruction of two 
  Imperial Navy cruisers and the crippling of another before 
  the Rear Admiral successfully assumed command of Lycurgos. 
  Fifty of Meddington’s commanding officers and dozens of 
  bridge crew were executed in the aftermath, all found guilty 
  of treason and piracy. Kenningsly requisitioned additional 
  assets from Calixis Sector Naval Command, which were 
  delivered so that the star fort could begin the reconditioning 
  process. After Naval Command asked for their assistance, the 
  Adeptus Mechanicus willingly committed a significant task 
  force to the reconstruction effort, even sending two of their 
  own vessels, fully crewed with anointed tech-magos to aid in 
  the repair effort. Rumours indicated that the Rear Admiral 
  provided the members of the Machine Cult several potent and 
  unusual archeotech artefacts scavenged from the star fort’s 
  holds as a means of repaying their timely service. However, 
  this was never confirmed, nor did the legends describe these 
  devices with any consistency. 
   It is clear, however, that the Machine God’s faithful 
  went to great lengths in completing their work. After only 
  a few decades of labour, they had restored Lycurgos to its 
  original intended glory. All defensive systems appeared to be 
  functioning properly, the station had a full crew of servitors, 
  and enough members of the Adeptus Mechanicus remained 
  aboard so that the craft could effectively refit most Imperial 
  Navy craft, up to the size of a battle cruiser. 
  A single large craft, or multiple smaller vessels, can easily 
  be accommodated at each of the four docking arms. In this 
  way, even when a ship was undergoing an extensive refit—a 
  process that can take years—the star fort remained capable 
  of defending itself as well as accommodating the arrival of a 
  number of other craft. Of course, when numerous craft were 
  involved, it required a substantial increase in the workload 
  of all of the station’s crew. Most commonly, this served as 
  a larger limitation in terms of completing work than the 
  station’s actual facilities. 
  StAr Fort cApAbiLitieS
  Over the centuries since its restoration, Lycurgos has remained 
  well supplied in terms of technology and materials. However, 
  allocating enough Imperial Navy personnel—or even 
  adequately trained members of the Adeptus Mechanicus—
  has been a larger issue. To date, much of the station’s 
  functionality remains highly dependent upon the work of 
  servitors. Representatives of the Administratum within the 
  Calixis Sector have been reluctant to devote enough trained 
  personnel to the Periphery sub-sector to keep the star fort 
  adequately staffed. As a consequence, it is inferred that 
  many of the station’s functions still operate at far less than 
  their intended levels of efficacy. It is clear that this includes 
  several of the station’s manufactorums, as the Imperial Navy 
  does not have enough available Tech-Priests to oversee the 
  required number of menials. Similarly, the station’s supply of 
  ammunition, including ordnance, is substantially lower than 
  would be expected for a front line station. Admittedly, this 
  would only be an issue during an extended campaign, 
  but it is still a violation of standard Imperial Navy 
  readiness regulations.
  
  Introduction
  9
  its location and used it as a reliable way point. The system 
  eventually became a key point in the established Warp routes 
  that connected the known worlds beyond the Periphery. 
  When the Warp conduit to the Scarus Sector was discovered, 
  the level of traffic increased once more. Every vessel that 
  travelled through that passage also used the Warp routes that 
  passed through the Helena system. From the perspective of 
  the Navigator clans, the system became a well-known point of 
  reference. Most Navigators plotted courses that passed through 
  the system, often stopping at the star fort to resupply. This 
  increased usage transformed the location into one that soon 
  became critical for Warp jumps in or near this region. 
  If the Imperial Navy were to gain complete control over 
  the junction, Severan Dominate-controlled transports would 
  have to avoid the system. Similarly, any ships travelling 
  towards more centrally located secessionist worlds would 
  need to find an alternative route. Clearly, loyalist craft would 
  not permit a transport to continue its journey if it were 
  destined for a secessionist world. Unfortunately for the rebels, 
  there are no well-established Warp routes that currently avoid 
  the system. Starships and their Navigators would need to 
  explore alternative routes that skirted the system, if it were to 
  fall to the Imperium of Man. This is a time-consuming and 
  dangerous process. It would certainly represent a significant 
  short-term hindrance for the secessionists. 
  The combination of losses in both food production and 
  transit times could be a powerful double impact to the 
  secessionist cause. The Duke and his followers would lose 
  the ability to send reinforcements or supplies to many worlds 
  in the Trailing portion of the Spinward Front. Without that 
  support, it is almost certain that some of these worlds would 
  once more return to the Imperium’s fold. 
  the StAr Fort’S roLe
  Lycurgos represents a key tactical asset in any discussion of 
  the system’s security, but it is far more than that. In addition 
  to being a potent weapons platform, it is also capable of 
  refitting and resupplying voidships. Further, it possesses the 
  ability to manufacture a number of crucial vessel components 
  that are otherwise unavailable within the Spinward Front. 
  These factors combine to represent an asset that the Severan 
  Dominate simply must hold at all costs.
  To date, the secessionists have done a remarkable job of 
  continuing to hold the planet, in spite of the Imperium’s 
  recognition of its value, largely due to the successful use of 
  the star fort’s defensive capabilities. A few salvos from its 
  immense plasma batteries are more than sufficient to deter the 
  advance of even the boldest captains. At least two Imperial 
  capital ships were utterly annihilated when they attempted to 
  make an orbital insertion on Helena II. 
  In response to these failures, the Imperial Navy revised 
  its tactical approach. Rather than attempting to put vessels 
  into orbit, they have begun launching landing shuttles from 
  a significantly further distance. While a star ship is virtually 
  irreplaceable, the Imperial Navy views these landers, their 
  crew, and cargoes as substantially less precious. The 
  landing craft, which must virtually exhaust their fuel 
  supplies to make the safe transits, are much too small 
  to be easily targeted by the station’s systems. Instead, 
  THE SPINWARD FRONT
  Duke Severus never admits it, but he realises that he is 
  fighting a losing battle against the Imperial and Ork forces 
  that have intruded upon the region he hoped to rule. His 
  initial assets were scarcely enough to mount an effective 
  defence against the intermittent xenos raids that have plagued 
  the region since its discovery. Regardless of his efforts to 
  improve the overall infrastructure, he could not hope to enact 
  sufficient change within the available time frame. As such, the 
  worlds of the Severan Dominate are only barely internally 
  self-sufficient. Fighting the ongoing wars seems destined to 
  utterly impoverish all of the worlds involved. Even as they 
  sacrifice untold thousands of lives in the war against the 
  Imperium of Man, they have ever fewer assets to protect.
  To the Severan Dominate, the Helena system is a critical 
  asset. The agri-world is more than sustainable in terms of 
  food production. In fact, many of the worlds involved in the 
  secession are dependent upon food grown on the planet. At 
  least six discrete systems currently receive more than fifty 
  percent of their food rations directly from Helena II. If this 
  world were lost, it is likely that a significant portion of the 
  populations of those worlds would begin to starve. Duke 
  Severus might be able to reallocate reserve resources as a 
  temporary stopgap, but any permanent solution would likely 
  take far longer to implement than those reserves could last. 
  Even with the arrival of the Imperial Guard in the Helena 
  system, the Severan Dominate has continued to grow, harvest, 
  and export significant amounts of food from Helena II. This is 
  at least partly due to the presence of the star fort. Though it 
  is not capable of completely securing the system, its presence 
  is certainly potent enough to restrict the number of Imperial 
  vessels that can safely insert troops into the planet’s atmosphere. 
  Instead of the multiple companies that would be necessary to 
  take the planet, the Imperium has only been able to land a 
  few dozen companies at a time. The Imperial Guard has had 
  a clear impact on the planet, but they have lost more than a 
  dozen beachheads already. Even as the secessionists continue to 
  defend their world, they are still able to exploit its agricultural 
  wealth in the face of such a restricted assault.
  If food shipments were to stop, it is very likely that at least 
  some of the dependent worlds might attempt to return their 
  loyalties from the Severan Dominate to the Imperium of Man. 
  Others—more loyal to the Duke’s cause—would instead 
  suffer massive losses in productivity as their population 
  underwent a substantial decrease. The combination of 
  these blows could easily trigger a swift downward spiral in 
  the Severan Dominate’s ability to resist both the Ork and 
  Imperium forces. Essentially, victory on this world could prove 
  a major pivot point in the ongoing war effort. It is unlikely 
  that it could persuade the Duke to completely capitulate his 
  cause, but it is almost certain that many of the existing war 
  fronts would transform into easy victories for the Imperium. 
  In addition to its food production, the location of the 
  Helena system also represents a vital asset to the Severan 
  Dominate. Over the millennia since its discovery, ships have 
  frequently travelled and explored using the Helena II system as 
  a known junction. Even though the Departmento Munitorum 
  had written off the star fort, many ships’ captains recognised 
  
  Introduction
  10
  by the star fort has to date been sufficient to prevent a significant 
  Imperial Navy presence in the Warzone Epsilon system. 
  Further, the Severan Dominate assets on Warzone Epsilon 
  have been exceptionally well equipped by secessionist 
  standards. In addition to a vast mass of foot soldiers, the rebels 
  also include several companies of battle tanks. Geran Bostrok, 
  the commander of the secessionists on the surface of Helena 
  II, has been particularly efficient at redeploying these units 
  to counter each Imperial landing. This has led some to some 
  speculation among Imperial forces about the sheer quantity 
  of armoured units available. Some now suspect that the star 
  fort may have been reconfigured to actually manufacture the 
  Leman Russ STC. If this is correct, it adds an even greater 
  value to the asset for any force that could control the station.
   Bostrok has also shown an exceptional degree of efficiency 
  in the utilisation of artillery assets. Imperial ground forces have 
  consistently reported extremely heavy and precise shelling 
  from the moment of their arrival upon the surface. The precise 
  numbers involved are unclear, but it suggests that there is at 
  least a company of mobile artillery vehicles. If this estimate 
  is accurate, then it is likely that these vehicles were diverted 
  from another Severan Dominate world to Warzone Epsilon. If 
  these forces can be eliminated or recaptured, it could represent 
  a critical blow to the planet’s efforts to resist the Imperium.
  At the same time, both sides have also remained reluctant 
  to significantly damage the agricultural foundation that makes 
  Helena II so valuable. There have been countless casualties 
  among the planet’s population. In spite of these losses, millions 
  of acres of land continue to grow crops that are used to feed the 
  loathsome rebels of the Severan Dominate worlds. Harvests and 
  plantings have been delayed, as fewer workers were available 
  to perform the necessary labour. The reinforcing secessionist 
  armies have also increased the planet’s consumption. In spite of 
  these difficulties, the world’s bounty has been adequate to fulfil 
  those requirements and still export massive quantities of food 
  to the Severan Dominate’s other needy worlds.
  Though the High Command of the Spinward Front recognises 
  this problem, they have been reluctant to fully address it. This is 
  because they also desperately seek to gain control of the agri-
  world. If they could exploit its resources, the food supply lines 
  to the armies sent into the Spinward Front could be dramatically 
  shortened. Supplies that have been brought from the heart of 
  the Calixis Sector might no longer be needed. Warzone Epsilon 
  could significantly reduce the drain on the sector’s economy. 
  This could enable the war effort to continue more efficiently, 
  with far less of an impact on the sector’s worlds and even the 
  Achilus Crusade that the sector also sponsors.
  It is a certainty that if the world were to return to the 
  Imperium of Man, a significant portion of its population 
  will be co-opted into Imperial Guard service, and a large 
  portion of this force would be transformed into a Penal 
  Legion. The population losses could have a negative effect 
  upon the world’s agricultural productivity, but this could 
  certainly be countered through stricter rationing and more 
  intensive work requirements.
   Instead, the Imperium has begun to consider a different 
  approach towards taking the world. The current strategy seems 
  to be a losing one. They have finally recognised that the lives 
  sent directly to the surface are being spent with little hope of 
  Lycurgos must depend upon its limited wings of fighter craft 
  to engage the shuttles. To date, these flights have met with 
  very minor success for the Imperial forces, but they remain far 
  more effective than a direct confrontation between the station 
  and an Imperial Navy cruiser.
  The star fort also represents the most capable repair 
  yard that the secessionists control. Considering the limited 
  nature of their naval forces, Lycurgos easily has the facilities 
  and resources to enact repairs on all of their vessels. The 
  Severan Dominate has no other facilities that are even 
  adequately equipped for completing a full refit of an 
  Imperial battle cruiser. Docks exist for smaller craft, as 
  well as escorts, as these are significantly more common. 
  However, the prize jewels in the Severan fleet become far 
  too precious to even endanger without the knowledge 
  that the star fort can repair them. Without its presence, 
  any serious damage to one of those vessels would force the 
  secessionists to abandon them. 
  Similarly, the ordnance ammunition that the largest class 
  of ships require is not easily created, stored, or loaded onto 
  one of the massive cruisers. A Ramilles-class star fort has 
  the capacity to fulfil all of these requirements. Very few can 
  even correctly load the ammunition into the storage bays 
  on a docked vessel. Consequently, if the station were lost 
  to Imperial hands, the Severan fleet could completely lose 
  the ability to reload the heaviest weapons at their disposal. 
  Without an effective space dock, the secessionists would also 
  be incapable of refitting those craft. Over the course of a few 
  larger scale engagements, the fleet could irreplaceably lose as 
  much as twenty percent of its offensive capabilities just by 
  expending ammunition.
  CURRENT STATUS
  Though the battles are fought on a limited number of fronts, 
  Helena II has more than earned its Imperial designation as 
  Warzone Epsilon. The fighting on the surface has been utterly 
  relentless. The soldiers of the Imperial Guard have established 
  and lost more than a dozen different beachheads on the world. 
  Each assault has inevitably faltered when the Imperium’s armies 
  were unable to reinforce and resupply their units. Consequently, 
  each new wave has had to weather brutal anti-aircraft fire as 
  it attempted a landing, and then tried desperately to dig in 
  against the hordes of secessionist soldiers. 
  Best estimates number the combined casualties into the 
  hundreds of thousands. The threat of an orbital bombardment 
  from Lycurgos represents an ever-present distraction in 
  the minds of the Imperial forces on the ground, though 
  the Severan Dominate has not yet relied upon its potency. 
  Instead, waves of bombers from the star fort’s limited fleets, 
  in conjunction with heavy artillery fire and an unending push 
  by the under-equipped and under-trained rebels, has been 
  sufficient to eliminate each Imperial assault. 
  Both sides clearly recognise the critical value that this world 
  represents to the Severan Dominate, and have thus been 
  relentless in their efforts to deny a strong foothold on the 
  warzone to their enemy. The secessionists have repeatedly 
  sent reinforcements from other systems. These craft have 
  managed to land without issue, as the threat posed 
   
  
  Introduction
  11
  gravity situations, the regiment is specialised in breaching 
  attacks and actions aboard space stations, star ships, and other 
  isolated targets. A landing upon the station would certainly 
  remain a significant challenge, particularly considering the 
  impressive firepower of such a target. In spite of this restriction, 
  the Vostroyan regiment remains the most viable option. 
  By reinforcing the Void Shrikes with other available 
  Imperial forces, High Command hopes that the combined 
  units can weather the star fort’s defensive fire. Once inside, 
  those who successfully make the landing must still have the 
  wherewithal to overcome its defenders. This is certain to 
  involve a series of extended pitched battles throughout the 
  station. Fortunately, its major thoroughfares are designed 
  to handle enormous naval ship components. Even the battle 
  tanks of the Imperial Guard can easily travel the station’s 
  massive corridors. Yet there remain countless kilometres of 
  corridors within the station’s heart, and any of these could 
  hold extensive secessionist reserves. 
   The Void Shrikes have proven themselves capable time 
  and again of overcoming overwhelming odds in extreme 
  conditions. On board the vast star fort, their opponents are 
  many; each a desperate rebel fighting for their survival against 
  their perceived “oppressors.” In the unfamiliar skyways, 
  hab-blocks, and servo-hangars of the Lycurgos, the rebels 
  hold all the cards. The Void Shrikes have certainly battled 
  aboard Ramilles-class star forts before, but refits and repairs 
  invariably lead to changes in the structure of the interior of 
  the station. This variation offers another significant advantage 
  to the defenders. Even establishing a landing zone is expected 
  to be a major challenge, as many of the station’s most potent 
  armaments run along the docking arms. A vessel that chose 
  to dock with the station, in order to most efficiently unload 
  its passengers, would be subject to withering ordnance fire. 
   Best estimates currently indicate that the number of Void 
  Shrikes currently available within the Spinward Front is 
  insufficient for the task at hand. Consequently, the mission must 
  be supplemented with assistance from Imperial Guard from at 
  least one other regiment. As no additional units are available that 
  are known to have low gravity training, the secondary group 
  must be assigned based upon availability. High Command is 
  likely to favour a group whose expertise could complement 
  the Void Shrikes, but a regiment that is currently unassigned is 
  certain to receive higher priority for the task.
   If the Void Shrikes, the accompanying regiment, and the 
  Imperial Navy successfully secure the station, it is believed that 
  the battle for Warzone Epsilon will accelerate dramatically. 
  Without the star fort’s ability to repel enemy vessels, the 
  Severan Dominate forces will have no recourse when the 
  Imperial Guard lands a substantial force upon the surface. 
  Further, the propaganda value of overcoming the station will 
  strike a devastating blow to the morale of the secessionist forces. 
  Even though the warriors on Helena II are quite loyal to the 
  Duke’s cause, they recognise the overwhelming opposition of 
  an unrestricted Imperial Guard landing force. Some members 
  of the Spinward Front High Command have even speculated 
  that Helena II might surrender without a battle. If that 
  were to happen, then the world’s assets would be swiftly 
  utilised for Departmento Munitorum purposes.
  a reward. Until Lycurgos is removed from the equation, there 
  can be little hope of a complete victory for the Imperium of 
  Man. Consequently, the decision has been made that the star 
  fort must be taken prior to the capture of the planet. Once 
  that threat is eliminated, then an overwhelming force could 
  make planetfall on the surface of Warzone Epsilon. With such 
  a massive army in place, it is inevitable that the secession 
  forces would renew their loyalty to the Imperium. It is hoped 
  that this action could be undertaken in such a manner that 
  the planet’s infrastructure might even survive, so that loyalist 
  forces could effectively exploit the world anew.
  This is hardly the first star fort to have fallen prey to 
  rebellion forces since the Great Crusade. In all instances, 
  they have posed a significant threat to the Imperium, but 
  loyalist forces have developed tactics to overcome even 
  their substantial capabilities. The primary issue is that the 
  Departmento Munitorum’s preferred strategy is to defer to the 
  Adeptus Astartes in these matters. Many of their specialised 
  assets are far better suited to inserting a select force of 
  troopers into the station’s relatively confined space. With this 
  approach, the station can often be recovered in a condition 
  that can be refitted to proper function and Imperium control. 
  If the station need not be salvaged, the Imperial Navy 
  would simply pound it to little more than debris. Their 
  vessels have been known to utilise overwhelming salvoes to 
  batter through a star fort’s defences. Repeated assaults are 
  typically sufficient to transform a potent station into a ruin in 
  short order. Unfortunately, in these instances the wreckage is 
  seldom useful for more than scrap.
  The conundrum for High Command of the Imperial forces 
  is that they desire to retain the station’s functionality, leaving 
  the usual Imperial Navy solution no longer viable. The star fort 
  represents an asset that could play a pivotal role in resupply 
  efforts for the Imperial Navy craft already active in the region. 
  Just as the agricultural assets from Helena II could represent a 
  boon to the war effort’s supply chain, so too could Lycurgos. 
  Similarly, there are only a limited number of Space Marines 
  active within the Spinward Front. All of them are currently 
  active in higher priority warzones than this station. There are 
  simply no Adeptus Astartes forces available to recover the star 
  fort, though whether this is because they are otherwise engaged 
  or simply because they have a higher purpose in the Spinward 
  Front depends on the Space Marine Chapter in question.
  Instead, the Imperial forces have had to consider options 
  that have a lower likelihood of success, and most likely a 
  significantly higher cost in terms of both material assets and 
  human lives. The best candidate currently under consideration 
  is an unusual regiment of Imperial Guard soldiers—the 1054th 
  Vostroyan Void Shrikes. Trained for years specifically in low 
   
  
  Introduction
  12
  owed no debt of allegiance to any higher power. To further 
  his quest, he began the lengthy process of consolidating 
  his holdings and assuring its self-sufficiency. Expanding 
  his contacts within the Periphery sub-sector and the worlds 
  beyond it, he began to exert his influence on those worlds. 
  Production was gradually shifted on many worlds and 
  military enrolment was gradually increased, so that he could 
  carefully create a military force.
  His plan met with its first major catastrophe when Waaagh! 
  Grimtoof erupted into the region. The military assets he had 
  begun to assemble were unable to resist the endless green 
  tide. World after world fell to the xenos, and the Duke 
  became incapable of engaging those forces while meeting his 
  obligations to the Calixis Sector. In an act of desperation, he 
  reached out to the Imperium for assistance against the hordes.
  Of course, when those forces arrived, they could hardly 
  miss the changes the Duke had already begun to enact. 
  Rather than face the consequences of his crimes, the Duke 
  seceded from the Imperium, forming the Severan Dominate. 
  Imperial forces sent to battle the Orks now faced a two-front 
  battle against both the human rebels and the xenos threat. 
  The Calixis Sector had no choice but to send in additional 
  units, so that the rebellion could be put down.
   Some worlds had already been restored to the Imperium, 
  but the war effort is multifaceted. In his desperation, the Duke 
  reached out to the Dark Eldar for assistance. He willingly 
  sacrificed hundreds of thousands of the Severan Dominate’s 
  citizens to the xenos so that he could sustain his struggling 
  interplanetary domain. As he has battled to retain power, the 
  Duke and his advisors have had to reprioritise the importance of 
  his holdings. Defenders and military assets had been transferred 
  from many less vital worlds to those that must be held.
  Warzone Epsilon is a system that fell into the vital category. 
  With its location as a Warp junction and its agricultural 
  fecundity, the Severan Dominate cannot afford to lose control 
  over the system. Assets were transferred from worlds deemed 
  far less likely to come under either Imperial or Ork assault. 
  Several of these were left functionally defenceless, scarcely 
  capable of repelling a serious attack by any invading force. 
  On some worlds, the physical assets were more vital than 
  the population. In these instances, Duke Severus could readily 
  sacrifice a portion of the inhabitants to his xenos allies in 
  exchange for assistance against the Imperium of Man. However, 
  the citizens of Warzone Epsilon are an absolute necessity. 
  Without their presence, it would be impossible for the planet 
  to maintain its agricultural productivity. In spite of the need for 
  additional defenders—the Duke’s advisors soon realised that 
  the Imperium would eventually make a concerted push to take 
  the world—the Dark Eldar have not been involved on Helena 
  II. If the Imperium were to gain the upper hand, the Duke
  could become desperate enough to change that. However, that 
  crisis point has not yet arrived. Of course, if the situation were 
  dire, it is certain that the xenos would increase the amount of 
  compensation expected for a rapid intervention.
  When the Imperium first began their reclamation of Helena 
  II, the majority of the planet’s defenders were agricultural serfs. 
  However, the Helena II Harvest Guard proved to be a less than 
  capable defensive force. Their tactical acumen and combat 
  training was hardly a match for the disciplined soldiers of the 
  Factions of 
  Warzone Epsilon
  “The men of distant Terra do not know us or care about us. We fight 
  because they would destroy our world on a whim without recompense 
  if it could satisfy the least of their desires.”
  –General Frederique Constantine
  C
  ontrol of Warzone Epsilon has been a conflict involving 
  only humans—albeit millions of humans. The forces of 
  the Severan Dominate continue to contest the system 
  against soldiers who remain loyal to the Imperium of Man. The 
  Orks, so active in other portions of the Spinward Front, have 
  not yet penetrated this system. Duke Severus never brought 
  his Dark Eldar allies to the world, as he could ill-afford to risk 
  its bounty. To the outside observer, this has made the battle a 
  veritable mirror’s image of similarly armed and equipped forces 
  assaulting one another with comparable tactics. Both sides 
  have a strategic background grounded in the ancient traditions 
  of the Imperium of Man. They recognise the approaches that 
  their opponents take, and they recognise the counter moves as 
  well. The war has had few surprises, as each side brings to bear 
  equipment and tactics that the opponent expected.
  THE SEVERAN DOMINATE
  As the heir to the Severus dynasty, Duke Severus XIII began 
  his life as a member of the Calixis Sector nobility. However, 
  he had little chance to retain anything more than the title. His 
  family’s assets had been squandered over the centuries since the 
  Angevin Crusade. The majority of those losses came as part of 
  futile attempts to gain revenge against the blessed St. Drusus. 
  His tremendous successes had taken all of the glory and 
  grandeur from the triumphs of the first Duke Severus, which 
  left the capable warrior an irate and disconsolate shell of a man. 
  His heirs constantly sought to somehow reverse this 
  misfortune. They believed that with appropriate efforts, history 
  could be rewritten, so that their line might be the one praised for 
  service to the Emperor. Through a combination of hubris and 
  incompetence, these plans never met with success. The ducal line 
  squandered holding after holding as part of their futile quest. 
  As he came to maturity, Duke Severus XIII recognised 
  the mistakes that his line had made. Instead of continuing to 
  tread that same path, he chose to take a decidedly different 
  approach. Perhaps the shrewdest and most conniving member 
  of his lineage, the Duke knew that he must first achieve some 
  notoriety for himself within the Imperium. Through hard 
  effort and false shows of loyalty, he managed to earn the rank 
  of Lord Sub-Sector of the Periphery. At last, a member of 
  the Severus clan had attained control over the worlds that 
  the line’s founder had worked so hard to conquer for the 
  Imperium centuries earlier.
  Of course, this was scarcely enough to satisfy the 
  Duke’s ego. Recognised authority was a beginning, but 
  he remained answerable to Imperial authorities. In his 
  twisted mind, this could never be acceptable, for in 
  the traditions of the Severus line he felt that he 
   
  
  Introduction
  13
  the tactic of using Ducal Legates, the moral and political officers 
  of the Severan Dominate. Instead, he expects his soldiers to fight 
  on bravely, based entirely upon their loyalty to the secessionist 
  cause. If the Imperial forces begin to achieve a significant 
  advantage, the secessionists may throw down their arms in panic. 
  Without political officers to enforce the Duke’s will upon the 
  soldiers, they may quickly abandon any pretence of resistance. 
  The general is also reluctant to fully exploit the presence 
  of the star fort, fearing the damage a misplaced bombardment 
  could wreak upon the planet. Yet he does recognise its 
  capabilities and the tactical advantage it grants. In defence of 
  the station, he is willing to go to extreme lengths. Constantine 
  also realises that the Imperial Navy considers the Lycurgos a 
  precious asset, and they are unwilling to cause it excessive 
  damage. Its unique nature within the Severan Dominate, 
  however, makes it even more valuable to him. It has become 
  his personal centre of operations, so that he can be on hand to 
  swiftly address any threats posed to the star fort. To date, he 
  has even begun reassigning troops from the planet’s surface to 
  assist in its defence. 
  THE 1054TH VOSTROYAN 
  VOID SHRIKES
   On most Imperial worlds, each new tithe of Imperial Guard soldiers 
  is raised as a new regiment. Past regiments are memorialised in 
  the world’s history when possible, but their traditions are not 
  imparted upon any that are newly assembled. The Vostroyans 
  break with this practice, instead sending each new generation of 
  soldiers to reinforce their existing regiments. New regiments are 
  only founded when there is an excess of suitable candidates or 
  when all of the active ones are believed to be at full capacity. Not 
  surprisingly, neither of these situations occurs with any regularity. 
  While the vast majority of the Vostroyan regiment 
  partakes in sieges and pitched urban battles, the 1054th 
  have something of a divergent history. For the past several 
  centuries, the soldiers of the 1054th Void Shrikes have fought 
  and died, suffered defeat and achieved victory, all in a realm 
  most fighting men and women of the Imperial Guard would 
  consider remarkably alien. The Vostroyan 1054th earn their 
  glory in the cold, vacuous depths of space. 
  Desperate times call for desperate measures, so it is 
  said, and the history of the Void Shrikes is proof enough 
  of that. Called upon by the Departmento Munitorum 
  to besiege the fortified void station of the wayward 
  Imperial system lord Korsus Lenx, the 1054th had, 
  Imperial Guard. Severan Dominate forces were not surprised by 
  this fact, but they were willing to sacrifice the local serfs to verify 
  its accuracy. After the first failed Imperial landing on the world, 
  the secessionists quickly moved to reallocate a much larger base 
  of troops, armour, and air support to the system. The remaining 
  soldiers stationed on both the planet and Lycurgos are a mix of 
  soldiers from several different worlds of the Severan Dominate. 
  Their shared characteristics are a loyalty to the secessionist cause 
  internally at odds with a deep reverence for the Emperor. They 
  also share a common uniform, as the interplanetary nation’s 
  manufactorums have worked ceaselessly to provide them in 
  hopes of establishing a shared vision of service. 
  In part, because of the star fort’s manufacturing capabilities, 
  these secessionist troopers are better equipped than would 
  typically be expected. They have ample armaments and 
  supplies, including a range of heavy vehicles that were hastily 
  assembled from Severan Dominate resources on numerous 
  worlds. Uncharacteristically, the soldiers have access to an 
  adequate supply of foodstuffs, which were stockpiled on 
  Helena II prior to the beginning of the war effort. 
  Though their backgrounds are diverse, these soldiers have 
  been inundated with the Duke’s propaganda. They believe 
  strongly that the only way their home worlds can survive is 
  under the guidance of the Severan Dominate. The citizens 
  and soldiers fear the xenos, but they fear the Imperium of 
  Man as well. They believe that a strong military presence 
  would ultimately destroy their cultures and their worlds.
  Their greatest failing is their limited tactical acumen and 
  their ignorance of the truly awe-inspiring force which stands 
  poised to eradicate them. Many of the soldiers had seen only 
  limited combat experience prior to their arrival on Warzone 
  Epsilon. To date, they have vastly outnumbered the Imperial 
  resistance, allowing for repeated victories against their foes. 
  In the event that the Imperium of Man can utilise their typical 
  tactics and field a large scale fighting force, it is clear that the 
  Severan Dominate has little hope for a successful resistance. 
  The issue is compounded by the decisions of General 
  Frederique Constantine, the overall commander of Severan 
  Dominate forces in the system. He is a pragmatist, who 
  recognises the limitation of his forces in the face of the better-
  trained Imperial Guard. However, he also considers himself a 
  progressive-minded tactician, and he has bought in to Duke 
  Severus’s claims of the fledgling realm’s capabilities. 
  His forces have yet to encounter any issues with discipline 
  and morale—largely because they have had the upper hand 
  throughout the engagement. Because of this, he has eschewed 
  imperiAL ForceS in WArzone epSiLon
  Battles for control of the Warzone Epsilon system have been an unmitigated disaster for the Imperium of Man. Due to 
  the presence of Lycurgos, every landing upon the planet has met with unmitigated disaster. At the time of no Surrender, 
  the Void Shrikes and the Player Characters’ regiment are the only Imperial Guard forces in the system. Imperial Navy 
  craft are also present to serve as both transports and to offer some assistance with the landing upon the star fort. 
  The commanders of the Imperial forces must recognise that they are in a terribly dangerous situation. The past commanders 
  in the system were granted the Emperor’s mercy after their failures to secure the system. The current commanders have 
  analysed those past failings and are the first to attempt a new strategy—that of taking the station prior to the planet. Risking 
  this variant strategy would lead to a proclamation of heresy as well as incompetence, but it is clear that another assault that 
  began upon the planet instead of the station would be doomed to the same sort of failure as the past attempts. 
   
  
  Introduction
  14
  modifications invariably limit the soldier’s manoeuvrability. 
  The regiment’s officers do not officially sanction such 
  adaptations, as the changes are inconsistent with the Void 
  Shrike’s stated doctrines. In spite of this, many of the 
  noncommissioned officers make it a regular practice to 
  overlook the modifications. They recognise that, in many 
  cases, the changes are traditions associated with platoons 
  and companies that have served the regiment for millennia. 
  Attempting to enforce the official doctrines could have 
  serious consequences for overall morale. Some officers turn a 
  blind eye to this practice, while others still attempt to enforce 
  the official strictures, a futile task without the support of their 
  noncommissioned officers.
  compAny commAnder 
  grigory KuLiKov
  As the commander of the assembled Void Shrike companies 
  in Warzone Epsilon, company commander Kulikov shoulders 
  a significant responsibility. He is familiar with the failed 
  outcomes of all of the past Imperial efforts to retake the 
  system. Because of this, he is enthusiastic about 
  attempting an alternative approach to 
  securing the system, and recognises that 
  his regiment is uniquely qualified for the 
  challenge. When it comes to tactical 
  matters that involve zero-gravity 
  operations, he prefers to take 
  charge of the situation, as 
  he is more than confident 
  in his own expertise in 
  such conflicts. However, 
  he is more willing to 
  defer to an accomplished 
  Imperial Guard officer in 
  any fields of battle that 
  regard combat upon a 
  planet’s 
  surface. 
  The 
  company commander is 
  experienced enough to 
  recognise his limitations, 
  and also appreciate and 
  respect the capabilities of 
  his allies.
  Company commander 
  Kulikov is a conservative 
  leader who is reluctant 
  to take undue risks 
  in order to take 
  an objective. Like 
  every other officer 
  and soldier of the 
  Void Shrikes, he is 
  more than willing to 
  surrender his life 
  in the service of 
  the 
  Emperor. 
  At the same 
  until that time, fought with ferocity and vigour on numerous 
  hive-worlds. They had partaken in several lengthy campaigns 
  with their boots firmly on the ground of whatever world drew 
  the ire of the Imperial Guard. When the time came for the 
  Hammer of the Emperor to crush Lenx beneath its might, 
  the 1054th was chosen for the job. The bureaucrats of the 
  Departmento Munitorum selected the 1054th on the merits 
  of their classification as a siege regiment, overlooking the 
  inherent differences between sieges in the cold depth of space 
  and grounded planetary assaults. 
  As a result, the 1054th suffered massive losses, both from 
  the poor command decisions of officers inexperienced in 
  void combat and from equipment and weaponry ill-suited to 
  the nature of 
  the siege. Yet, after months of protracted 
  conflict, the 
  Void Shrikes—as the 1054th had 
  come to be 
  known—were victorious. The 
  mismatched 
  men and women of the 
  Vostroyan 
  1054th had breached the 
  void fortress, 
  dispatched Lenx’s personal 
  devotees, 
  and 
  captured the maniacal 
  system lord. Those 
  who emerged from the 
  gutted star fort were 
  the best of the best the 
  regiment had to offer. Each 
  and every survivor stood tall 
  having earned his place as a 
  veteran of the Imperial Guard. 
  From this time forward the veterans 
  of the 1054th and the subsequent 
  replacements their regiment received 
  from their homeworld have served 
  the Emperor as a dedicated void siege 
  force. Marshalling their hard-won 
  environmental expertise and ingrained 
  technological savvy, the 1054th Void 
  Shrikes provide the Imperium of Man 
  with a powerful weapon against those who 
  would think themselves untouchable among 
  the stars. 
  The members of the 1054th have developed 
  an almost preternatural awareness and possess an 
  acuity and cunning born of years of service in zero-
  gravity environments. Void Shrike equipment is 
  also specialised to better accommodate the unusual 
  environmental requirements of the regiment. All 
  members are issued rebreathers as part of their standard 
  regimental kit. In addition, their flak armour is modified 
  so that it can be made airtight for brief periods of time. 
  While it is hardly as effective as a dedicated void suit, 
  the modified armour is capable of keeping the wearer 
  alive and uninjured for a few minutes. This is typically 
  enough time for the soldiers to breach an airlock or 
  pass through an area that has become depressurised. 
  Many of the soldiers within the regiment 
  make further personal modifications to their 
  flak armour to increase its effectiveness 
  in such situations. However, those 
   
  
  Introduction
  15
  upon direct shipments of supplies from Vostroya whenever 
  possible. As the Spinward Front is a distant journey from their 
  home planet, these deliveries are infrequent. To compensate, 
  the supply officers of the regiment are exceptionally active in 
  trading equipment with their counterparts in other regiments 
  and even aboard their Imperial Navy transport vessels. 
  Throughout the regiment’s history, it has served on many 
  fronts and most often on its own, in part due to its specialised 
  nature. Mission objectives that include a planet-sized location 
  with unpredictable gravity effects are relatively uncommon. 
  Most objectives that have gravity anomalies are far smaller 
  than would be the target of multiple regiments. Of course, a 
  history of such independent action has created a regiment of 
  highly capable and perhaps slightly insular soldiers. 
  The 
  Departmento 
  Munitorum 
  is 
  understandably 
  reluctant to withdraw a unit that is having success from a 
  battlefield until all of the objectives are fulfilled. They are 
  also understandably hesitant to leave a regiment unassigned 
  for any longer than is absolutely necessary, or to commit 
  an excessive number of forces to any particular mission. 
  time, he believes that those lives should not be sacrificed 
  lightly; he realises that it is far better to sacrifice the 
  lives of those heathens who would dare to oppose the 
  Imperium of Man. Because of this, he has strong opinions 
  about differentiating between acceptable and unacceptable 
  losses. If casualties among his regiment begin to mount, 
  the company commander becomes increasingly willing 
  to transfer combat responsibilities to any other regiments 
  active within Warzone Epsilon.
  CONSTRUCTING THE 
  VOSTROYAN 1054TH
  The Departmento Munitorum has seldom been effective in 
  delivering the Void Shrikes to appropriate theatres of combat. 
  Ultimately, this is because the regiment does not fit well with 
  their expectations. Not only are the 1054th Void Shrikes 
  different in disposition from other Vostroyan regiments, 
  they are also quite different from any other regiments of 
  siege infantry—the category into which the Administratum 
  classifies the regiment. This has led to a broad range of 
  assignments that were wildly inappropriate for the regiment’s 
  expertise and training. In some of these instances, the Void 
  Shrikes completely lacked equipment required to complete an 
  assignment. In other cases, the regiment met with high levels 
  of casualties due to the nature of their mission objectives. 
  Examples have included subterranean assignments on mining 
  worlds, missions to make aerial assaults upon an ocean world, 
  and numerous deployments to face rebellious forge worlds.
  Not surprisingly, the Departmento Munitorum has also 
  been incapable of providing the regiment with the necessary 
  wargear to function effectively. Supplies are seldom accurate, 
  making logistics an on-going concern for the regiment. As 
  much of their equipment is more analogous to shipments 
  made to Imperial Navy crews, numerous logistical waivers 
  are required to deliver these supplies through traditional 
  channels. Consequently, the Void Shrikes attempt to rely 
  creAting the 1054th 
  voStroyAn void ShriKeS
  The rules listed for the Vostroyan 1054th Void Shrikes 
  have been created using the Regiment Creation rules 
  in the only War Core Rulebook, page 58. The 
  following doctrines have been used:
  Home World: Imperial World, but with the Kill the 
  Mutant Trait replaced with the Void Specialist Trait as 
  described in the Regiment Rules. 
  Commanding Officer: Phlegmatic
  Regiment Type: Siege Infantry
  Doctrines: Iron Discipline
  Standard Regimental Kit: 5 points
  Total Cost: 12 points
  regiment ruLeS
  Characters belonging to the Vostroyan 1054th Void Shrikes gain the following advantages:
  Characteristic Modifiers: –3 Intelligence, +6 Toughness, +3 Willpower.
  Starting Aptitude: Willpower.
  Starting Skills: Common Lore (Imperial Creed, Imperial Guard, Imperium, War), Linguistics (Low Gothic), and Tech-Use.
  Starting Talents: Nerves of Steel.
  Blessed Ignorance: Imperial citizens know that the proper ways of living are those tried and tested by the generations 
  that have gone before. Horror, pain, and death are the just rewards of curiosity, for those that look too deeply into the 
  mysteries of the universe are all too likely to find malefic beings looking back at them. Their wise blindness imposes a 
  –5 penalty on all Forbidden Lore (Int) Tests.
  Void Specialist: Void Shrikes do not treat zero-gravity environments as Difficult Terrain for determining movement. 
  Additionally, the Agility Test to stay on-target when making a Charge or Run Action is Difficult (–10).
  Wounds: Members of the Void Shrikes regiment generate their starting wounds normally.
  Standard Regimental Kit: 1 M36 lasgun and six charge packs, knife, flak armour, 2 frag grenades, 2 photon grenades, 
  1 smoke grenade, 1 demolition charge, Good Craftsmanship void suit, uniform, poor weather gear, sling bag, basic 
  toolkit, mess kit and water canteen, blanket and sleep bag, rechargeable lamp pack, grooming kit, cognomen tags, 
  Imperial Infantryman’s Uplifting Primer, 2 weeks’ rations, respirator, micro-bead, drop harness, four empty sandbags, 
  entrenching tool—they are classified as a Siege Regiment, after all. 
  Favoured Weapons: Missile launcher, melta gun.
   
  
  Introduction
  16
  As the most senior officer of the reassembled companies, 
  company commander Kulikov assumed command of the 
  operational group of Void Shrikes. In addition to working to 
  learn the names and histories of his new body of underlings, 
  he has also focused on a study of the recent actions of each 
  company, that he might make use of his men to the best of 
  their abilities.
  Since their first engagement against Severan Dominate 
  forces, the Void Shrikes have engaged in a variety of 
  missions poorly suited to the regiment. This is largely 
  because the secessionists are very limited in terms of assets. 
  Their infrastructure includes only a few orbital stations. 
  They possess few naval vessels of any significant size. 
  Consequently, High Command of the Imperial Forces in 
  the Spinward Front has generally used the Void Shrikes as 
  though they were a dedicated siege regiment, rather than a 
  series of companies best focused in specialised assignments. 
  As this issue continues, company commander Kulikov has 
  focused on trying to maintain the morale of his officers and 
  soldiers, while he continues to plead with High Command 
  for assignments better suited to the regiment’s training.
  As a consequence, the practice of deploying the 1054th 
  all but alone has continued unchanged for the majority of 
  its history. Only when the regiment is engaged in a task 
  that proves to exceed their grasp are they provided with the 
  support of another regiment.
  After several thousand years of fighting on its own 
  against all manner of foes, the Vostroyan 1054th has become 
  supremely capable of functioning in an independent fashion. 
  Their service record is such an honour roll of glory and 
  their assignments so far-flung that in recent centuries, the 
  company commanders of the Void Shrikes have only rarely 
  received their regiment’s orders in person. Communications 
  were maintained through a network of astropaths, and it 
  was only through the undeniable evidence of their success 
  that the Void Shrikes were guaranteed to have received their 
  orders at all.
  This independence has served as a further complication 
  for resupply of equipment and provisions and replacement 
  of losses by newly trained soldiers from Vostroya. Often, 
  these replacements can take decades to reach their target 
  regiment. In some instances, this is because the units were 
  initially shipped to as many as four locations where the Void 
  Shrikes had been assigned at the time of shipment. By the 
  time the soldiers or wargear finally arrived, the 1054th had 
  been reassigned. 
  Further, newly trained troopers are supposed to report 
  to the regimental commander prior to duty assignment, 
  per standing Vostroyan protocols. With the various series 
  of redirections, this has left some newly assigned soldiers 
  to travel for years before finally reaching their designated 
  post. In a few instances, due to severe losses, some long-
  standing companies within the 1054th had to be combined 
  or entirely disbanded, due to a successive series of missions 
  with high levels of casualties.
  the 1054th in the SpinWArd Front
  The Void Shrikes regiment has been actively serving within 
  the Calixis Sector for well over a century. When the Achilus 
  Crusade began, sector command assigned several companies 
  to join in that effort. Those that remained behind were kept 
  as a reserve force for dealing with situations best suited to 
  their speciality. Though that is seldom how they were actually 
  employed, they have recently dealt with a variety of missions 
  involving low-gravity situations. Most of these targeted 
  smaller-scale orbital habitats. Of course, some were wildly 
  inappropriate for their training. Most recently this included 
  deploying to the surface of different desert worlds and one to 
  a feral death world. 
  When news of Waaagh! Grimtoof arrived from the 
  Periphery sub-sector, High Command began a thorough 
  analysis of all available assets in the Calixis Sector. The 
  Vostroyan Void Shrikes were flagged as a potentially available 
  and useful regiment. In an uncommon move, the sector’s 
  commanders chose to specifically reassemble several 
  companies into a larger than usual group. Notably, this 
  reassembly was made without regard for logistical 
  concerns or tactical approaches.
  pLAyer chArActer void ShriKeS
  If a Game Master is using no Surrender to launch a 
  campaign, he might wish to have the Player Characters 
  be members of the Vostroyan 1054th Void Shrikes 
  regiment. This offers the benefit of exploiting the 
  NPCs presented within the adventure as the leaders 
  of the Player Characters’ regiment, instead of needing 
  to create new NPCs tied to another possibly custom 
  derived regiment. Deaths among the regiment’s 
  members should also be far more compelling to Player 
  Characters who knew them as brothers than it might 
  for soldiers within a regiment that had never previously 
  interacted with the Void Shrikes. If the players agree 
  to this approach, they could use this example regiment 
  rather than constructing their own. 
  Using Player Character Void Shrikes also links 
  the Player Characters strongly to the adventure. The 
  assignment to recapture a star fort is an intrinsic part 
  of their cultural heritage. Any other regiment facing 
  the challenge is much less likely to have the necessary 
  training. In that case, rather than being deliberately 
  assigned to this task, their presence would most likely 
  be a matter of convenience and availability.
  In some of the adventure’s scenes, sidebars suggest 
  that the players might want to use alternative characters. 
  This is largely to present an opportunity for troupe play, 
  so that the players could learn about specific events 
  without Player Character involvement. In most of those 
  instances, the substitute characters are likely members 
  of the Void Shrikes. Because of this, Game Masters 
  who choose to utilise these scenes can use this regiment 
  description to create the temporary Player Characters.
   
  
  Final  
  PreParations
  •
  the Breach
  •
  secure the 
  landing Zone
  •
  counter attack
  •
  reinForcements 
  arrive
   
  
  18
  I: The Beachhead
  variety of different missions as they gain access to Lycurgos 
  and work to secure it. More experienced Player Characters 
  may have a greater leadership role within their regiment. 
  Depending upon that role, they could be commanding a full 
  platoon of soldiers, or even a company. If they are officers 
  commanding a larger unit then they should have a greater 
  say in the disposition of their forces and the types of missions 
  involved. For simplicity’s sake, this adventure consistently 
  refers to the Player Characters collectively as a squad and 
  their larger unit as a platoon or company. Game Masters must 
  substitute the larger-sized units as appropriate. Game Masters 
  are encouraged to be flexible and incorporate the input from 
  such Player Characters in the overall design of the missions 
  presented throughout the adventure.
  Because of the sheer scale of the star fort, it is very possible 
  for characters in regiments that depend upon vehicles to 
  exploit those assets within the station. The vast majority of 
  corridors are easily navigable by even a main battle tank. 
  However, the passages within the station are not large enough 
  to accommodate aircraft. If the Player Characters belong to a 
  drop troop regiment, they are effectively deployed as though 
  they were line infantry, though they may have opportunities 
  to exploit their Operate Skill during some scenes. Suggestions 
  about modifying various scenes to better accommodate 
  different types of regiments are included where appropriate.
  Chapter I: 
  The 
  Beachhead
  “We have come to retake what belongs to the Emperor from those who 
  dared to turn against him. Know that you serve a just and divine 
  cause. Your faith in Him shall shield you from any attack.”
  –Preacher Wyatt Dreeble
  W
  arzone Epsilon is a critical lynchpin in the effort 
  to retake the Spinward Front from the Severan 
  Dominate. Without its resources, the traitors are 
  likely to crumble before the Imperial forces. Key to their 
  presence within the system is the incredible power contained 
  within Lycurgos, a Ramilles-class star fort. To date, it has 
  prevented the Imperial Guard from landing a sufficiently large 
  force upon Helena II in order to retake the agri-world. The 
  commanders of the Spinward Front recognised the necessity 
  of securing the station prior to attempting another landing. 
  They have committed a substantial task force of Imperial Navy 
  vessels and Imperial Guard companies so that the station may 
  be captured and restored as an Imperial fortification.
   The Player Characters and their unit are members of this 
  task force. The High Command of the Imperial forces in 
  the Spinward Front is using them to supplement a sizeable 
  company of Vostroyan Void Shrikes, who specialise in securing 
  void-based targets. Their intended role is to work with the 
  Vostroyan regiment, reinforcing them in whatever means they 
  can. At various points in this adventure, the allied regiment 
  is certain to take significant levels of casualties. When that 
  occurs, the Player Characters’ regiment is expected to expand 
  their role in the capture of the star fort.
  The characters are charged with securing one of the 
  star fort’s docking arms. Until this has been accomplished, 
  Imperial troops are incapable of landing in sufficient numbers 
  to completely recapture Lycurgos. As resistance is significantly 
  more intense than High Command projected, the characters 
  should face a broad range of challenges, and some of those 
  engagements have the potential to be overwhelming. Game 
  Masters are encouraged to adapt the level of resistance so that 
  it is proportionate to the assets that the Player Characters 
  have available. In any case, the characters have their regiment 
  in addition to the Void Shrikes. These allies are devoted to 
  the mission and are certain to provide the Player Characters 
  with some assistance.
  The precise role of the Player Characters in this 
  effort is dependent upon their experience and upon 
  the type of regiment. If the characters are novices, 
  then their squad is likely to embark upon a 
  the LieutenAnt
  Every group of Player Characters is answerable to 
  a superior officer. For the purposes of this scenario, 
  that officer is designated as a lieutenant, though his 
  actual rank and title may differ based upon their 
  regiment’s cultural background as well as the rank 
  they have achieved. For starting characters, he is the 
  commanding officer of the Player Character’s platoon. 
  If the characters are higher ranking, with greater 
  authority, then he is simply the next officer up in the 
  chain of command. This character’s attitude and style 
  should be consistent with that of the commanding 
  officer created during Regiment Creation (see page 
  63 of the only War Core Rulebook). Note that this 
  character is not the person who holds overall control 
  of their regiment. Rather, he is just the next officer 
  above the Player Characters in the chain of command.
  Experienced characters should already have a 
  prescribed commanding officer, who has appeared in 
  previous adventures. If game statistics are necessary, 
  refer to the Imperial Guard Lieutenant profile on page 
  124, modifying the description as is appropriate to be 
  consistent with their regiment. The lieutenant’s name 
  should be thematically and culturally appropriate to 
  the regiment.
   
  
  19
  I: The Beachhead
  and purged of all atmosphere and artificial gravity. Combat 
  training has focused on airless and zero-gravity missions for 
  the duration of the trip. The central theme has been to teach 
  the soldiers how to function while in full void suits and how 
  to make use of these conditions to their best advantage. To 
  date, only a handful of the regiment’s soldiers have died during 
  the training simulations. Training in these conditions has been 
  physically exhausting, leaving the characters with little energy 
  or time on their hands for mischief.
  As the scene opens, the Player Characters are currently 
  engaged in one of the routine zero-gravity drills. The 
  characters are to traverse the airless, gravity-less hold, 
  to a suspended platform sixty metres from their starting 
  position. Servitors, mounted on the platform, are firing 
  practice lasguns at the soldiers as they traverse the zero-
  gravity hold. These weapons are set only to tag their 
  targets as casualties, not to cause any lasting harm. Player 
  Characters must make Very Hard (–30) Athletics Tests to 
  determine how well they are doing in the drill. Should they 
  succeed, they begin their advance towards the platform, 
  avoiding the incoming fire. Those who achieve three or 
  more Degrees of Success set off strongly and should reach 
  the raft shortly. Should they fail, they have been struck 
  by a simulated lasgun blast. Any who suffer four or more 
  Degrees of Failure have suffered some sort of mechanical 
  failure of their void suits or rebreather mechanisms and 
  suffer the effects of suffocation or depressurisation (see 
  page 267 and 268 of the only War Core Rulebook). 
  Final 
  Preparations
  “A Guardsman must be ready to engage any foe at any time in 
  any environment at the whim of the Emperor. Preparedness is not 
  something that happens before a mission. It is the core of service.”
  –Major Kreed Jaarkus, The Maccabian Janissaries 1322nd
  T
  he Player Characters begin the adventure aboard an 
  Imperial Navy cruiser—Vox Belli. Their regiment 
  has been reassigned to a new front, and all members 
  of their company are aboard this enormous vessel. This 
  includes the soldiers, officers, and support personnel. Their 
  vehicles, wargear, and personal effects are also on board. 
  Over the weeks that they have spent travelling through the 
  Warp, portions of the cruiser have been transformed into 
  a training camp. Barracks were constructed within one of 
  the cargo bays when they arrived. Other portions were 
  reconfigured into training fields and firing ranges. If their 
  regiment makes extensive use of vehicles, a depot has been 
  established so that the characters can periodically visit those 
  for training purposes.
  To date, the company’s officers have not revealed any 
  information about the upcoming assignment. This is, in part, 
  because the nature of the next assignment has yet been revealed 
  to these officers. An enormous cargo bay has been sealed 
   
  
  20
  I: The Beachhead
  TO: All incoming soldiers
  FROM: The Office of Lord Overseer Thovington
  RE: The Lycurgos Star Fort
  Memorandum WE-Y94238
  “In war, faIth Is the truest ally”
  Control of Warzone Epsilon is entirely dependent upon the successful capture of the Ramilles-class star fort currently
  stationed within it. This station is believed to have arrived in the system at the time of the Angevin Crusade. Over the
  centuries since that time, the station fell into a significant state of disrepair. It is believed that the Severan Dominate
  lacks the technical resources to have restored it to a fully operational status. As a consequence, the station’s defences are 
  believed to be well below the standards that the Imperial Navy expects from such a star fort. Further, the limited tactical
  abilities and training of any secessionist forces involved in holding the station are also expected to be substantially sub-
  par. As their morale must falter without the proper devotions to the Emperor, the traitors are certain to quickly throw
  down their arms and concede victory to the combined might of the Imperial Navy and the Imperial Guard.
  In spite of this, even a partially operational star fort of this construction represents a significant strong point. Even
  without the essential knowledge of its workings, the defenders are clearly capable of at least operating its weapons
  and activating its void shields. These assets alone represent a significant barrier to the vessels of the Imperial Navy.
  Consequently, inserting an adequate supply of troops onto the star fort is expected to be a moderate risk endeavour.
  All landing craft involved in the initial landing are expected to come under some degree of enemy fire. Troops travelling
  aboard these craft must be prepared for the possibility of hull breach due to incoming fire. Consequently, all units are
  to be issued void suits, with additional training in their use.
  Similarly, there remains the distinct possibility that the Severan Dominate forces may have the capability to make
  use of the star forts ordnance and lance batteries. If this is the case, it is reasonable to suspect that some of the Warp-
  capable Imperial Navy vessels may come under fire. Due to the nature of the battles for control of the Spinward Front,
  High Command of the Imperial forces is unwilling to sacrifice any of these craft in the effort to secure the station.
  Standing orders therefore dictate that any vessels of frigate class or larger must remain beyond the effective range of
  those weapons. As a consequence, landers have been reconfigured to sustain an extended transit time to the star fort.
  Intelligence analysis indicates that the secessionist crew is unlikely to be able to target a landing craft with most of
  the star fort’s armaments. While the threat of a hull breach remains, it is tremendously unlikely that the larger scale
  armaments pose any significant risk to the smaller craft.
  To date, intelligence resources have been unable to determine how well-manned the station is. Best estimates indicate
  that the majority of the station’s crew is comprised entirely of servitors. These should offer only token resistance to
  a concerted Imperial assault. If these are encountered, Enginseers are to override the servitor’s standing orders, so
  that these assets may be maintained once the station is restored to Imperial control. Similarly, whenever possible, any
  manufactory or defensive installations must be captured intact, so that the station can once more serve the purpose of the 
  Emperor. In the unlikely event that the secessionists have stationed some of their soldiers aboard the star fort, there could
  be light to moderate levels of resistance from those forces. As these traitors have already chosen to take up arms against
  the Emperor, there can be no show of mercy. Unless the foe appears willing and capable of offering a substantial level of 
  intelligence about the station’s military assets, all traitors are to be eliminated with extreme prejudice.
   
  
  21
  I: The Beachhead
  With that information delivered, the lieutenant then 
  delivers the Mission Objectives. They are as follows:
  • Primary Objective: Secure a landing zone for additional 
  Imperial Guard landers. This objective is shared with the 
  Void Shrikes regiment. Due to their experience, members 
  of the Player Characters’ regiment are expected to defer 
  to the strategic expertise as regards the necessary tactics.
  • Secondary Objective: Prevent the secessionists from
  firing any of the star fort’s armaments at the incoming 
  Imperial landers. Weapons are to be disabled, but not 
  destroyed, whenever possible.
  • Secondary Objective: Eliminate all defenders that are
  within range of the landing zone.
  • Tertiary Objective: Destroy any secessionist targets
  of opportunity.
  • Tertiary Objective: Secure, rather than destroy, any
  supplies the secessionists might have stored near the 
  landing zone.
  At this stage, the lieutenant provides each squad with a 
  requisition for their mission assignment gear. In addition to 
  their standard kit, each soldier is issued a void suit and a 
  rebreather. Each squad is also issued a lascutter and a grapnel 
  & line. The lieutenant reminds the squad that he expects them 
  to return this equipment upon the successful completion of 
  the mission.
  With objectives and gear covered, the lieutenant then takes 
  any questions from the assembled squads. Keep in mind that 
  he has had little access to any information beyond what he 
  just provided. Any answers he provides are likely to be based 
  simply upon his best judgment and past experience. It is 
  likely that the Guardsmen already have a greater insight into 
  the situation at hand. 
  When the characters go to obtain their mission assignment 
  gear from Supply Officer Gaspar (see page 132), they receive 
  a +10 bonus to the Logistics Test, because the supply room 
  is currently well stocked. The supply officer also has access to 
  some of the supplies stored aboard Vox Belli. As these are not 
  officially on her record books, if the Guardsmen can make a 
  reasonable argument for how any of this equipment might 
  benefit the mission, she offers to provide it. Game Masters 
  are encouraged to be relatively generous during this Logistics 
  encounter. For the remainder of this chapter, the characters 
  must rely only on the equipment they acquire at this stage 
  and any gear they can later scavenge. There are no further 
  opportunities to directly access their regiment’s supplies prior 
  to the end of the chapter.
   When the Player Characters are issued their void suits, 
  the supply officer also hands them a pamphlet containing 
  the instructions for their use. The directions provide useful 
  schematics, but the clasp and sealing mechanisms do not 
  match the diagrams. Further, the text is written in Techna-
  Lingua. Some groups may choose to ignore the potential 
  issue, while others become decidedly concerned. The supply 
  officer is of no help in the matter. If the characters have 
  previously used void suits or can translate the directions, 
  then donning the suits becomes a straightforward manner. 
  Alternatively, any Imperial Navy rating can demonstrate 
  how to make the void suits work. Otherwise, the first 
  time a character needs to don the suit, they must make 
  Before the drill can continue further, it abruptly ends 
  with an important announcement over the voidcraft’s 
  internal communications network. Read aloud or paraphrase 
  the following:
  The buzzing of incoming lasgun fire abruptly ceases. The opening 
  harmonies of a sacred anthem to the Emperor ring forth from the 
  Vox Belli’s communications network. A few officers bellow for 
  silence, and a voice comes from the speakers. “Warp translation 
  will occur in two hours from this time. Final mission briefings 
  take place in one hour. Mission scrolls are currently en route 
  to all officers. All units must immediately prepare for briefings.” 
  Officers start shouting for everyone to exit the training chamber 
  and make ready for their briefings, as servo skulls carrying scrolls 
  fly into the encampment, seeking them out.
  The characters have thirty minutes to exit the zero-gravity 
  hold, get out of their void suits, and prepare for a briefing. 
  The Guardsmen should have no particular difficulty safely 
  reaching their bunks to retrieve uniforms in time for the 
  mission briefing.
  The group’s lieutenant briefs each platoon on the 
  upcoming mission separately. Game Masters should begin 
  the meeting by distributing Memorandum WE-Y94238 
  (see facing page) to the players. The lieutenant then explains 
  that High Command of the Imperial forces has decided 
  that the time has finally come to seize the Warzone from 
  the Severan Dominate. The campaign for the system is 
  to begin with the capture of Lycurgos, a star fort in orbit 
  around the system’s only inhabited planet. He explains that 
  another Imperial Guard regiment—the Vostroyan 1054th 
  Void Shrikes (distribute the Field Recognition Guide 
  from page 22 to the players)—is leading the initial wave. 
  The Player Characters’ company is to assault as part of the 
  second wave of incoming soldiers. 
  Guardsmen in the second wave are being delivered to the 
  site aboard Imperial landers. The assault boats are heavily 
  armoured, lightly armed, and not particularly manoeuvrable. 
  These craft are being used for the wave because the Void 
  Shrikes are expected to have eliminated most of the star 
  fort’s defences prior to the launch of this wave. Each 
  lander is capable of holding a full platoon. If the Player 
  Characters belong to a vehicle-based unit, then the assault 
  boat is capable of holding a squadron of tanks or transports. 
  Alternatively, it can hold several squadrons of Sentinels or 
  other lighter mounts.
  Landers are expected to launch from Vox Belli’s landing 
  bays in eight hours. Imperial Navy pilots have already been 
  assigned to these craft. The lieutenant provides each unit 
  with a lander assignment, so its members know which 
  landing bay and which craft is theirs. During this time, the 
  Guardsmen are expected to complete final preparations, 
  including obtaining their mission equipment, as well as 
  loading and boarding the landers. 
   
  
  22
  I: The Beachhead
  Field Recognition Guide
  Unit: 1054th Vostroyan Void Shrikes
  Commanding Officer: Company Commander Grigory Kulikov
  Affiliation: Imperial Guard
  Preferred Ranged Weapon: M36 Lasgun
  Preferred Melee Weapon: Mono-bayonet
  Preferred Heavy Weapon: Missile Launcher
  Known Transport Vehicles: None
  Uniform Colour: Red and Black
  Uniform Components: Red and gold flak coat, black flak pants, 
  tall cylindrical fur-covered flak helmets, black respirator.
  Regiment Speciality: The Void Shrikes regiment are specialists 
  in low gravity engagements, particularly as regards space 
  craft and star forts. Their training and equipment serve to 
  prepare these soldiers for engagements in quarters that can
  be tight, difficult to navigate, and easily laid bare to the
  cold of the void. Key to their training is a heightened degree 
  of familiarity with low and null gravity situations. The 
  regiment’s soldiers are adept at functioning without gravity, 
  and maintain a heightened awareness of threats coming from 
  any angle at any time during an engagement. 
  The regiment’s storied history contains successful cleansings
  of high threat environments, including, but not limited to,
  space hulks, star forts, and enemy vessels. Its members
  recognise the vulnerabilities inherent in such designs,
  and are more than capable of exploiting such weaknesses to
  overcome an opponent or avoiding them when it would represent 
  significant risk to the Imperium’s forces.
  The Void Shrike’s characteristic uniforms are designed in such
  a way that the soldiers can sustain exposure to the cold of
  the void without significant impact. In situations where they
  are expected to function under such extreme conditions for an
  extended period of time, they are also extremely capable of
  utilising void suits. In fact, several of their past successes
  have included engagements where the soldiers endured in their
  protective garb for days at a time, continuously engaging the
  Imperium’s foes from the exterior of a space craft or star fort.
  Raised upon the Imperial World of Vostroya, the regiment has 
  continuously overcome the xenos and the traitor for well over 
  seven millennia. During this time, it has earned countless 
  commendations from the Departmento Munitorum. Throughout its 
  time in service, that world has continuously kept the regiment 
  adequately supplied with brave new soldiers, devoted to the 
  Imperium’s cause. They have never faltered in their devotion 
  and sacrifice for the Emperor.
   
  
  23
  I: The Beachhead
  WAITING TO LAUNCH
  This scene is largely about building tension as the characters 
  prepare to launch towards Lycurgos. It starts with them loading 
  their wargear aboard the vessel, but then takes an abrupt shift 
  for the worse when Vox Belli’s plans for the assault change 
  abruptly. Instead of riding the landers onto the star fort, they 
  must instead rush through a badly damaged warship to reach 
  the airlock connecting with the station. 
  Loading and boarding the shuttles should proceed without 
  issue. The shuttles have ample room for all of the company’s 
  gear, including heavy weapons and vehicles if applicable. 
  The only potential issue is if the Player Characters attempt 
  to smuggle gear that is clearly inappropriate. For example, if 
  a squad of infantry were to attempt to bring hunting lances, 
  trying to fit them aboard the lander would be a problem. 
  The lander’s flight crew have only a limited familiarity with 
  the regiment’s standard equipment. Unless something looks 
  terribly out of place, they do their best to assist. However, if 
  something does look egregiously inappropriate, they ask the 
  unit’s lieutenant to assist in the matter. 
  a Hard (–20) Tech-Use Test. Should they fail, the suit is not 
  properly sealed, and offers little protection against the void. 
  Luckily for the Player Characters, any Vostroyan Void Shrikes 
  that witness their failure correct the mistake, belittling the 
  character as an inexperienced recruit. 
  Throughout the remaining time before departure, the 
  characters can attempt to discover any rumours circulating 
  about the mission, the theatre of war, and their allies. These 
  can be acquired fairly easily simply by discussing the topic 
  with their fellow Guardsmen. No Tests are required to 
  obtain these rumours. Each time the characters contact a new 
  person, they may roll on Table 1–1: Beachhead Mission 
  Rumours. The bigger challenge is determining the veracity 
  of each rumour. Each rumour also includes a difficulty rating 
  and an accuracy as to whether it is true or false. The difficulty 
  is the modifier for a Common Lore (Spinward Front) 
  Test. Characters who succeed on that Test recognise the 
  rumour’s accuracy. Characters who fail are uncertain. Those 
  who achieve three or more Degrees of Failure are confidently 
  incorrect about the veracity of a rumour.
  Table 1–1: Beachhead Mission Rumours
  Roll
  Rumour
  Difficulty
  Accuracy
  1–2
  More than a dozen assaults have been made on the Warzone Epsilon planet. 
  All of them have failed, and all of the Guardsmen sent on them have died.
  Challenging (+0)
  True
  3–4
  The briefing’s a lie. The regiment is actually working with Space Marines. 
  High Command wouldn’t send Guardsmen to breach a star fort.
  Hard (–20)
  False
  5-6
  Imperial Navy reports say that the secessionists have reinforced Warzone 
  Epsilon. This could get ugly.
  Difficult (–10)
  True
  7–8
  The Void Shrikes are a bunch of egotists that are impossible to work with. 
  They’re more likely to shoot their allies in the back than help them.
  Ordinary (+10)
  False
  9
  The Tech-Priests are desperate to get their hands on the star fort. They 
  think the secessionists might have something secret cooking inside.
  Ordinary (+10)
  True
  10
  The whole briefing was a lie. Xenos have secured the star fort; we’re in 
  for it this time.
  Hard (–20)
  False
  rAtcheting the tenSion
  Throughout this scene, the Player Characters are largely unaware of the events taking place aboard Lycurgos. Because 
  of this, they have no good way to understand how disastrously wrong the early stages of the invasion have gone. 
  While that can work for some groups, others might prefer for the players to be aware of the situation, even if the Player 
  Characters are not. There are a few different ways to address this issue.
  • Game Masters could narrate a series of cut scenes, interweaving them with the role play of the Guardsmen. While
  they sit quietly aboard their lander, waiting for it to launch, wave after wave of Imperial Navy fighters and the landers 
  for the Void Shrikes are utterly annihilated by defensive fire. The Guardsmen in the first wave are gunned down 
  passing through airlocks by dramatically superior numbers of Severan Dominate soldiers.
  • Alternatively, the Game Master could present the players with character sheets for a squad of Void Shrikes. The
  players could use these temporary characters to play through the first wave of the assault upon Lycurgos. Game 
  Masters are encouraged to describe the horror as the Guardsmen see landers containing their brethren destroyed as 
  they approach the station. When the badly damaged lander finally reaches the station, the platoon of Void Shrikes 
  discover just how badly they are outnumbered.
  • Another approach could be to have each of the players take the role of an Imperial Navy fighter pilot or lander pilot
  within a squadron. Over the course of a brief scene, the pilots and their craft are utterly annihilated by the star fort’s 
  dramatically superior firepower. There is little hope of success, as both Lycurgos’s defensive weapons and the hundreds 
  of fighters it launches engage the small craft. 
   
  
  24
  I: The Beachhead
  After the characters have made their decision and begun 
  to ascend the steps or engaged the lift, crisis strikes. A terrible 
  wrenching sound is heard throughout the ship. The deck 
  begins to turn and toss terribly. A roaring sound, which seems 
  to be growing in volume, is also audible in the distance. Any 
  Imperial Navy crew immediately recognise the sounds and 
  motion as a sign that the vessel has taken severe damage. 
  All characters on foot must make a Difficult (–10) 
  Acrobatics Test. Any who fail suffer 1d5 Impact Damage 
  per Degree of Failure on the Test, as they are thrown about 
  violently. If the characters were aboard the lift when this 
  happened, increase the Damage to 1d10 Impact Damage 
  per Degree of Failure. Anyone piloting a vehicle must make 
  a Difficult (–10) Operate (Surface) Test. Should they 
  fail, their vehicle suffers the same damage described above 
  to a random facing. Characters or vehicles riding in a lift 
  count each Degree of Failure as two Degrees of Failure. The 
  increased value for these penalties is due to the lift being 
  pushed out of alignment and continuing its ascent at a much 
  slower pace after the cruiser is damaged. 
  Game Masters should then tally the total Degrees of Failure 
  and Degrees of Success achieved on this Test and the original 
  Test the players made to move quickly through the ship. At 
  this point, the Game Master should compare all Degrees of 
  Failure achieved to all Degrees of Success. The Game Master 
  should consult Table 1–2: Transit Time to Airlock 49. 
  The table indicates the amount of time required for the 
  unit to reach the airlock, as determined by the comparative 
  number of Degrees of Success or Degrees of Failure achieved. 
  The consequences of that time are covered in Breaching 
  Lycurgos, below.
  BREACHING LYCURGOS
  This scene of the adventure focuses on the characters 
  escaping the flaming wreckage of Vox Belli. Once they escape, 
  of course, they emerge into the hostile combat environment 
  that is Lycurgos. Neither location is safe, by any stretch of the 
  imagination. However, the possibility still exists of surviving 
  within the star fort, as it is possible to overcome the enemy 
  resistance. The ruined Imperial Navy cruiser offers no 
  reasonable chance for survival.
  The volley of ordnance that induced the tearing metal and 
  the roaring of wind essentially shattered the structural spine 
  of the vessel. Its command officers had made the deliberate 
  decision to risk the ancient vessel so that it could deliver its 
  passengers to the star fort. Now, trapped aboard the bridge, 
  they willingly give their lives to the Emperor so that the 
  Imperial Guard may complete its mission. With its dying gasps, 
  Vox Belli slams its broadside into the end of Lycurgos’s docking 
  arm. Both the station and the vessel sustain major damage from 
  the impact, but most critically, the station can no longer fire 
  its weapons upon the Imperial Navy cruiser. As the cruiser is 
  physically in contact with the station, any detonation could 
  also cause serious damage to the docking arm. This leaves 
  an entire quadrant of the station open for Imperial craft to 
  approach without sustaining direct ordnance fire.
  While this is a tremendous boon for the Imperial forces, 
  the Player Characters are in a decidedly more dangerous 
  As the characters sit in the lander, they can see a chronometer 
  gradually counting down to the time of launch. Their mission 
  briefing indicated that the unit was to be boarded and waiting 
  in their seats twenty minutes prior to their launch window. 
  Just as the countdown ticks over to ten minutes, Vox Belli’s 
  warning chimes ring across the ship’s intercoms. A voice then 
  commands the crew to secure all loose objects and to proceed 
  to battle stations immediately. From the interior of the launch 
  bay, the only sign of activity is when the bay’s servitors move 
  to each lander, manually securing the craft to the bay’s deck 
  with massive mag-clamps. These are in place to prevent the 
  craft from sliding in the event of a gravitational shift. 
  A few minutes later, the crew begins shutting down the 
  lander’s engines and auxiliary systems. Cabin lights, which 
  had been dimmed in preparation for a launch, return to 
  normal brightness. If any of the Player Characters inquire 
  with the crew, they are informed that there has been a change 
  of plans. The launch has been aborted. At this time they have 
  no further information.
  Moments later, cataclysmic pounding sounds are heard 
  throughout the voidcraft. Any Imperial Navy members 
  immediately recognise the sound as an indication that the cruiser 
  has come under enemy fire. If none of the Player Characters 
  think to ask, an Easy (+30) Common Lore (Imperial 
  Navy) Test reveals the sound’s source. The pounding does not 
  abate, but instead increases in both intensity and frequency. As 
  it continues to grow, the lieutenant indicates that he has also 
  received a change of orders. He then commands the platoon to 
  evacuate the lander, with all of their wargear (and, as appropriate, 
  vehicles). The plans for reaching the station have changed.
  At this point, read aloud or paraphrase the following:
  The pounding sound on the cruiser’s hull continues as you 
  scramble to exit the lander, grabbing your gear and a share of 
  the platoon’s common supplies as you exit. All of the soldiers 
  form up on the deck, and everyone is clearly loaded down with 
  equipment. The lieutenant explains that the cruiser is going to 
  attempt to dock with the star fort instead of launching landers. 
  The company needs to move from the landing bay to Exterior 
  Airlock 49. That’s up two levels and roughly 1400 metres from 
  the landing bay’s entrance. You need to proceed as quickly as 
  possible and be ready to enter the station as soon as a seal is 
  secured. The vessel’s crew is uncertain how long they can hold 
  position while they sustain this level of fire from Lycurgos. 
  The lieutenant attempts to hurry the squad, but their pace is 
  ultimately up to their own discretion. The characters have two 
  important decisions at this stage, which affects the difficulty 
  of the following scenes. If they wish to hurry, they must make 
  an Ordinary (+10) Athletics Test or an Ordinary (+10) 
  Operate (Surface) Test as appropriate to accelerate their pace 
  through the cruiser’s corridors. Tally up the total Degrees of 
  Success or Failure for the group. The second choice regards 
  the means of ascending two deck levels. The unit can either 
  take stairs or ramps—a procedure recommended during a 
  naval engagement—or make use of the ship’s lift system. 
  On foot, the tubes are certainly more appealing, and 
  should be faster. In a vehicle, the difference in time 
  and effort is less of a concern. 
   
  
  25
  I: The Beachhead
  wargear and help surviving members of the vessel’s crew onto 
  the star fort. Those who took too long to reach the airlock have 
  to travel through fires just to safely reach the exit. In any case, all 
  have the opportunity to interact with Ensign Violetta Jorgens (see 
  page 130) prior to exiting the cruiser. She can advise them about 
  the locations of various items and the current situation, leaving 
  matters at their own discretion. 
  Compare the time that the characters spent reaching the 
  airlock with the Doom of the Vox Belli. If the characters 
  took an excessive amount of time, then they have to deal with 
  the consequence of the vessel’s deteriorating atmospheric 
  conditions. In extreme cases, they could face issues as the 
  vessel itself begins to crumple from the damages inflicted by 
  the weapons of the star fort. These circumstances must be 
  addressed prior to the Player Characters’ arrival at the airlock.
  If the total Degrees of Failures were significant, some of the 
  complications could put the Player Characters in an extremely 
  dangerous situation. This is particularly true if the characters 
  are dismounted and for some reason unable to make use of their 
  void suits or their respirators. At their discretion, Game Masters 
  may choose to have Imperial Navy crew assist the Guardsmen 
  to reach the station. By this point the Vox Belli and her crew 
  have already surrendered their lives to deliver the Guardsmen. 
  They are ready and willing to offer further assistance. 
  If the characters reach the airlock swiftly—within the 
  first twenty minutes—they can either choose to pass through 
  immediately or wait to assist with the evacuation of their 
  comrades in the regiment or even some of the Imperial 
  Navy crew members. This is largely dependent upon how 
  heroic the characters wish to be. The ship’s crew are under 
  standing orders to not leave the vessel until all of the troops 
  have successfully disembarked. Because of this, the majority 
  continue to man their stations. Those at the furthest portions 
  of the vessel are clearly unreachable, but the Player Characters, 
  at their discretion, could attempt to rescue some of the crew. 
  Player Characters who took longer to reach the station 
  encounter a complication. The airlock forms a significant 
  bottleneck for the company to pass through. Characters 
  who arrive less promptly—taking twenty-five or thirty-five 
  minutes—must essentially wait in line as the Guardsmen 
  ahead of them navigate the narrow passage. If the company 
  is on foot, then the airlock requires them to 
  proceed single file. If they have vehicles, 
  then it is only large enough to 
  accommodate a single vehicle at a 
  time. This requires an additional 
  situation. Vox Belli is already leaking atmosphere, though 
  this is unlikely to impact the characters at this stage. Further, 
  its spine is already shattered, leaving the engines incapable 
  of accurately manoeuvring the vessel. Any attempts to steer 
  the craft would most likely result in the fore and aft ends 
  separating. Numerous fires have already ignited, and more 
  than forty percent of the crew are already dead. Its last mission 
  is to deliver the Imperial Guard to the station. With that 
  complete, the surviving crew may also attempt to evacuate.
  The Guardsmen’s options and decisions are restricted by the 
  amount of time required for them to reach Airlock 49. This was 
  determined at the end of the previous scene, based upon the 
  total Degrees of Success read on Table 1–2: Transit Time 
  to Airlock 49. Player 
  Characters who reach the 
  airlock more quickly 
  have the opportunity to 
  scavenge additional 
  Table 1–2: Transit Time to Airlock 49
  Excess Degrees of Success or Failure
  Transit Time
  More than four excess Degrees of Success
  10 minutes
  One to four excess Degrees of Success
  15 minutes
  No excess Degrees of Success or Failure
  20 minutes
  One to three excess Degrees of Failure
  25 minutes
  Four to six excess Degrees of Failure
  35 minutes
  Seven to ten excess Degrees of Failure
  45 minutes
  More than ten excess Degrees of Failure
  60 minutes
   
  
  26
  I: The Beachhead
  that her captain has chosen for them. If necessary, Jorgens 
  can answer any questions that the characters might have 
  about the current situation, though she has bigger concerns 
  on her mind at the moment.
  There are more than a hundred ship’s personnel stationed 
  within twenty metres of the airlock. This includes crew 
  currently on watch at an armsman’s post, an auxiliary armoury, 
  and several gunners’ stations for secondary weapons. The 
  captain’s orders are for none of the crew to leave the vessel 
  until the Guardsmen have evacuated. The Player Characters 
  can choose to force the crew to evacuate, or could work to try 
  to speed up the remaining soldiers of their company, so that 
  the crew have a chance of escaping with their lives.
  Persuading their fellow Guardsmen to move more quickly 
  requires an Easy (+30) Command Test. For every Degree of 
  Success achieved, the characters reduce the total time needed to 
  transfer the company through the airlock by five minutes. The 
  base time for the entire company, excepting the Player Characters, 
  to reach and pass through the airlock is forty-five minutes. 
  The crew put up little resistance if forced to evacuate. Any 
  reasonable threat is adequate. Ultimately, the crew do not 
  want to stay aboard the doomed ship. If the Player Characters 
  attempt to countermand their orders, they recognise it as in 
  their best interests to cooperate. 
  If the Guardsmen investigate either the auxiliary armoury 
  or the gunners’ station, they can find a variety of potential 
  assets. The ammunition for the ship’s auxiliary weapons can 
  be easily jury-rigged into an explosive. The amount available 
  is limited more by the time the characters have and the 
  quantity they can carry. Similarly, there are numerous lasguns, 
  laspistols, and stun batons in the auxiliary armoury as well 
  as the appropriate ammunition. Other equipment may be 
  available at the Game Master’s discretion. Again, time and 
  ten-minute wait from the time they reach the airlock. During 
  this time, the cruiser’s condition worsens. At their discretion, 
  heroic Player Characters may also wish to use this time to 
  assist some of the Imperial Navy crew.
  Groups that arrive after a much longer journey through 
  the bowels of the damaged vessel need not contend with a 
  delay at the airlock—the surviving members of the company 
  have already hurriedly made their way onto the star fort. 
  Unfortunately, they do have to deal with the problems of 
  the ship’s incipient demise, as outlined in Doom of the 
  Vox Belli Sidebar, above. By this point, the Imperial Navy 
  crew members are also anxious to depart the dying wreckage. 
  Units that arrive this late are the last stragglers of their 
  company. Once they cross through, several hundred members 
  of the cruiser’s crew attempt to pass through as well. If the 
  Guardsmen decide to selflessly let them go first, this could 
  lead to a catastrophic delay. Player Characters trapped aboard 
  the vessel as it pulls away from the star fort must scramble to 
  find some means of reaching it. 
  reScuing the creW
  Ensign Violetta Jorgens is a young officer aboard Vox Belli. 
  She serves as a liaison officer between the vessel’s crew and 
  the Imperial Guard cargo. During the evacuation efforts, 
  she takes up position at one of the main docking hatches 
  and stands guard against any panicked crew attempting to 
  leave the ship. She fiercely safeguards this passage for the 
  use of the soldiers of the Imperial Guard, knowing full 
  well that those soldiers are the entire reason her captain 
  sacrificed this vessel and her fellow crew-members. 
  She is determined to make certain that as many of 
  the troopers make it out alive as possible, and has 
  resigned herself and her fellow crew to the fate 
  doom oF the vox beLLi
  • 5 Minutes: The Imperial Navy Cruiser sustains critical structural damage from an ordnance blast fired by Lycurgos. Many
  of the ship’s sections are completely destroyed. Flames begin to spread throughout the ship as it leaks atmosphere.
  • 10 Minutes: The command deck’s last desperate action proceeds to its logical consequence. The starboard side of the
  vessel impacts at a relatively low speed with the star fort’s docking arm. Airlocks connecting the craft and the station
  can be activated for soldiers to pass in either direction.
  • 20 Minutes: Members of the Player Characters’ company begin crossing through airlocks, entering the station.
  Finding that the Void Shrikes have advanced less than 100 metres from the end of the docking arm, many of these
  units move to immediately support the allied forces.
  • 30 Minutes: Combat escalates aboard Lycurgos, as the company rallies to assist the Void Shrikes. Roughly half of
  the company has now passed through the airlock, though there are still stragglers far behind. Ensign Jorgens begins
  asking for volunteers to assist with aiding the crew.
  • 40 Minutes: Air conditions aboard Vox Belli are fouled by smoke, flame, and problems with air circulation due to the
  ship’s damage. Any characters outside of an airtight vehicle must use respirators. Otherwise they suffer from Suffocation
  (see page 267 of the only War Core Rulebook). Three quarters of the company has now passed through the airlock.
  • 50 Minutes: Vox Belli no longer has significant atmospheric pressure. The interior of the vessel now constitutes a
  vacuum (see page 268 of the only War Core Rulebook). Any surviving members of the company, with the possible
  exception of the Player Characters and their unit, have passed through the airlock. The decks have begun to crumple,
  and passage between them requires extraordinary measures.
  • 1 Hour: The ship begins to crumple and the fore and aft sections move off in separate directions. The vessel starts
  to pull away from the station’s airlock, and parts of the destroyed vessel start to impact Lycurgos, triggering further
  damage. At this point characters have 1d10 combat Rounds to pass through the airlock, or they are trapped aboard
  the cruiser’s wreckage as it drifts away from the star fort.
   
  
  27
  I: The Beachhead
  NOTABLE CHARACTERS
  The following NPCs play important roles as the characters 
  prepare to depart Vox Belli.
  SuppLy oFFicer AdeLine gASpAr
  Gaspar is thrilled beyond words to know that they have finally 
  reached their destination and is uncharacteristically upbeat in 
  issuing equipment to the Player Characters. If anyone asks, she 
  is sick of having to deal with the same Imperial Navy officers for 
  months on end, and longs for the relative freedom of just having 
  to fight with Imperial Guard officers about what equipment 
  should be present within her stores. She remains diligent about 
  making certain that only the appropriate equipment is issued to 
  each unit, but is willing to listen to additional requests. With a 
  wry wink, she could even include an item or two that “fell off ” 
  an Imperial Navy supply truck and found its way into her stores.
  enSign vioLettA JorgenS
  A competent young officer, Jorgens is far more devoted to the 
  letter of the rules than the spirit of the intent. When working 
  with the Guardsmen, she attempts to exert her authority and 
  is fond of reminding them that as long as they are aboard an 
  Imperial Navy vessel, they must heed its officers. She wishes 
  to do anything she can to aid them in their mission, but 
  she wants to make sure that rules and orders are properly 
  followed in the process. As the ship crumples about them, 
  she becomes almost suicidal in her willingness to give 
  her own life to aid them.
  lifting capacity are more limiting than the quantity of assets at 
  hand. It is vital to track the time the characters spend finding 
  these locations and transferring materials from them, in order 
  to remain aware of the vessel’s current status.
  entering the StAr Fort
  The airlock connecting Vox Belli with Lycurgos is a temporary 
  one, intended for boarding actions. It is hardly stable, and is set 
  less than perfectly. As the cruiser shakes and reverberates with 
  its death throes, the airlock responds even more dramatically. 
  The deck of the passage is retractable, folding plasteel plate, 
  which is unstable under ideal circumstances. The outer walls 
  of the lock are constructed of a very thin and flexible plasteel 
  layer. Neither is resistant to any meaningful impact or attack.
  If the Guardsmen cross within the first forty minutes of 
  the timeline, they encounter no difficulties. As the timeline 
  progresses, however, the increase in use and the instability of 
  the cruiser complicate matters. Each Player Character on foot 
  must take a Challenging (+0) Acrobatics Test, while each 
  driver must take a Challenging (+0) Operate (Surface) Test. 
  Should they succeed, they encounter no difficulties. Should 
  they fail, the character or vehicle suffers 1d5 Impact Damage as 
  they are hurled against the floor. If a character suffers three or 
  more Degrees of Failure, he is hurled into the airlock’s sidewall 
  and rips through it. Air rapidly vents from the airlock until the 
  film self-seals in three combat Rounds. Unless the character 
  succeeds at a Difficult (–10) Athletics Test to pull himself 
  back inside, he is hurled into the void as the airlock reseals. 
  Other Guardsmen may assist with this Test, if they are nearby.
   
  
  28
  I: The Beachhead
  the bodies of Void Shrikes, and the equipment crates that the 
  surviving members have used for cover. Chains descend from 
  the ceiling, ending in hooks, used to manipulate any cargo that 
  might need to be moved through the area. All of these are 
  currently retracted to a height of several metres off the floor. 
   The inner wall of the docking area has two levels. If 
  the Player Characters are to advance into the station, they 
  must first overcome the resistance forces on at least one of 
  these levels. The upper level is a mezzanine deck roughly 
  ten metres in depth. Two-man teams of Severan Dominate 
  soldiers armed with heavy bolters occupy this area. Stairs 
  lead up to the deck mounted on both outer walls, and they 
  are littered with the bodies of enemies and allies. The Void 
  Shrikes have already cut down many of these heavy weapons 
  teams, but the survivors continue to pepper the docking area 
  with fire. Sealed hatches are visible in the walls behind the 
  heavy weapons teams. At ground level, beneath the upper 
  deck, additional Severan Dominate units are operating 
  behind hastily constructed defensive emplacements. Hallways 
  running along both of the outer walls of the docking arm are 
  visible behind those emplacements.
  ALLied ForceS
  The Void Shrikes have been mauled by the Severan Dominate 
  resistance. As the scenario starts, they have less than a company 
  of combined forces assembled. This amounts to roughly 300 
  foot soldiers and an additional fifteen heavy weapons teams. 
  These Guardsmen are fighting capably, but the significant 
  incoming fire pins them down. The secessionists also have the 
  benefit of good defensive positioning, which has dramatically 
  decreased the efficacy of the Imperial Guard’s return fire.
  In addition, the Player Characters have the surviving 
  members of their company, who have escaped from the cruiser. 
  The numbers here are dependent upon the point in the order 
  in which the Player Characters left the vessel, as well as any 
  precedents that have previously been established. If the group 
  has previously discussed the size and make up of the regiment’s 
  company, then the numbers present must be consistent with 
  that. Further, different types of regiments are assembled very 
  differently. Game Masters may wish to review the Company 
  Size sidebar (see page 30) when considering the numbers of 
  allied soldiers present.
  The other major factor to consider is at what point in the 
  order the characters boarded Lycurgos. If they led the charge, 
  then the remaining Void Shrikes substantially outnumber 
  the members of their regiment, at least initially. Refer to 
  the Doom of the Vox Belli Sidebar (see page 26) for the 
  pace at which additional forces enter the star fort. As the 
  battle continues, both allied groups suffer casualties from the 
  secessionist fire, but the Player Characters’ company should 
  prove more than adequate to turn the tide. If the Player 
  Characters choose to wait until most of their brethren have 
  already boarded the star fort, then the battle for the docking 
  area is almost certainly resolved by the time they arrive. In 
  this case, it is reasonable to assume that the Imperial forces 
  achieved a victory, but that both the Void Shrikes and the 
  Player Characters’ company suffered a further twenty-five 
  percent casualty rate.
  The Breach
  “Show the enemy no mercy, but know that if thou art overcome, the 
  Emperor shalt remember thy sacrifice.”
  –Confessor Wyatt Dreeble
  T
  hroughout this scene, the Guardsmen must cooperate 
  with the Void Shrikes to overcome the Severan 
  Dominate resistance in the docking arm where they 
  have landed. The Void Shrikes had already established 
  a minimal beachhead at the time the allied forces arrived. 
  The additional support makes it possible for the combined 
  units to overcome the resistance. Matters become far more 
  complicated when Vox Belli’s plasma engines detonate 
  adjacent to the station. The massive blast seriously damages 
  the docking arm. The existing beachhead begins to crumple 
  and vent atmosphere, forcing the Guardsmen to advance 
  deeper into the station. 
  FIRST IMPRESSIONS
  In leaving the ruins of the Imperial cruiser, the Guardsmen 
  escaped certain death. Yet entering Lycurgos has hardly 
  improved their situation. The Severan Dominate forces are 
  well armed and have excellent defensive positions, as they 
  attempt to repel the Imperial invasion force. The air is filled 
  with the smells and sounds of weapons fire, punctuated with 
  the occasional scream of human agony. The sides of the entry 
  corridor are piled with dead Void Shrikes. It is immediately 
  clear that thousands died in the first wave, as they met 
  extremely heavy secessionist resistance. 
  Game Masters should refer to Map I: The Beachhead on 
  the facing page for detailed schematics applicable throughout 
  this scene. When the Guardsmen arrive—regardless of the 
  time they spent aboard Vox Belli—the Void Shrikes have 
  only secured about twenty-five metres of the station, from 
  the airlock where the Player Characters’ company arrived. 
  Even allowing for the massive width of the station, this is 
  scarcely enough space to accommodate the newly arrived 
  Guardsmen—and potentially their vehicles. 
  Because of the sheer number of individuals crammed into 
  the limited space, there is little opportunity for strategy and 
  no time for regrouping. Other than the bodies of the fallen—
  and potentially the wrecks of destroyed vehicles—there 
  is little cover to be found. If the Guardsmen carried crates 
  of equipment from the cruiser, they might be able to use 
  that gear for cover, providing a moment to assemble heavy 
  weapons or remove bulky void suits. The only realistic option 
  beyond that is for the Guardsmen to try to press their attack 
  swiftly, and hope that they can overcome the opponents with 
  sheer weight of numbers. 
  The entry to the docking area is just over 100 metres in 
  width. The outer skin of the station is peppered with locations 
  for airlocks of various sizes to attach. Many are no larger 
  than a conventional doorway, but some are much larger, 
  including one that is more than twenty metres across. 
  A work area extends roughly twenty-five metres 
  forward from the doors, and it is littered with 
   
  
  29
  I: The Beachhead
   
  
  30
  I: The Beachhead
  nAvigAting the bAttLe
  Because of the sheer scale of this engagement, Game Masters 
  are encouraged to resolve the conflict using the Battlefield 
  Awareness and Battlefield Manoeuvres rules (see page 301 of 
  the only War Core Rulebook). The Severan Dominate had 
  not previously committed any officers to this particular docking 
  arm, and this sets the difficulty for any Battlefield Awareness 
  Tests at Challenging (+0). In this case, a Test would be used 
  for the characters to assess the weakest points of the Severan 
  Dominate defences. Should they succeed, they recognise that 
  any advance begins with clearing the tanks blocking one of the 
  side passages, and then advancing along the appropriate wall. A 
  swift advance could move a unit out of the field of fire for the 
  heavy weapons teams on the upper level. The sentinels would 
  also block one another’s line of sight and eliminate the cover 
  that the foot soldiers are currently exploiting. 
  There is clear evidence that the Void Shrikes have attempted 
  this strategy already. A line of casualties is clearly present along 
  each of the outer walls, leading to the Hellhound Flame Tanks. 
  Due to the severe losses that the regiment has already suffered, 
  the survivors are unlikely to press on with this tactic, unless 
  officers of the newly arrived forces command them to do so.
  If the Player Characters are the field commanders of their 
  regiment, they may take command of the conflict, and begin 
  issuing commands to other squads to undertake Battlefield 
  Manoeuvres. The difficulty for these commands is Difficult (–10). 
  While the ground is clear, the incoming fire is withering and 
  there is ample evidence of Imperial casualties. Even the bravest 
  of guardsmen are hesitant to charge under these circumstances.
  Alternatively, the Guardsmen may choose to act on their 
  own initiative. In this case, Game Masters should use their best 
  judgment. Unless they take actions that clearly demonstrate 
  oppoSition ForceS
  All estimates for Severan Dominate forces are for the stage of 
  the battle when Vox Belli first begins disgorging Guardsmen into 
  the docking area. As the battle progresses—with or without the 
  assistance of the Player Characters—these forces are gradually 
  whittled away. The progression of secessionist losses should 
  start out gradually, and then crumple in larger groups as the 
  survivors lose the support of their allies. Because of this, unless 
  the Player Characters enter the combat very late, there should 
  still be a sizeable level of resistance for them to target.
  The upper level of the docking area has twenty two-man 
  weapons teams of Severan Dominate soldiers (use Imperial 
  Guardsman, only War Core Rulebook page 371). Each 
  team mans a single heavy bolter. They have ample supplies of 
  ammunition, and are continuously firing the weapons with Full 
  Auto Burst actions. They preferentially target any squads that 
  are on foot and outside of cover. If the Player Characters belong 
  to a regiment that includes heavy tanks, replace the twenty 
  heavy bolter teams for ten teams armed with lascannons. 
  On the lower level, a Hellhound Flame Tank (see page 
  218 of the only War Core Rulebook) blocks the entrance 
  to each of the two passageways leading from the docking 
  area. Four sentinels (see page 219 of the only War Core 
  Rulebook), armed with multi-lasers fire from behind cover 
  hastily constructed from scrap plasteel (12 Armour Points). 
  This covers the walkers’ legs. Forty Severan Dominate soldiers 
  (see page 120), all armed with lasguns, are also making use 
  of the cover and firing on any soldiers on foot. If the 
  Guardsmen belong to an armoured company, replace 
  the Hellhound Flame Tanks with Leman Russ 
  Demolishers and arm the sentinels with lascannons 
  instead of multi-lasers.
  compAny Size
  The composition and fighting strength of Imperial Guard regiments can vary dramatically, even between regiments founded 
  upon the same world. Prior to the start of the adventure, Game Masters are encouraged to discuss the size of the Player 
  Characters’ regiment with the game group. This way, the numbers presented throughout the adventure can be consistent 
  with their expectations. Otherwise, the number of Guardsmen and vehicles present could be wildly inconsistent with their 
  mental visions, leading players to believe that they had suffered far more or far fewer casualties than intended.
  The numbers can vary so much between different regiments that the examples presented in this scenario are only 
  accurate for a very small sampling. In fact, if the regiment uses companies that are dramatically larger than the one described 
  in the scenario, it could be appropriate for Vox Belli to have only carried a company. The most important consideration is 
  that the enemy resistance is proportionate to allied forces. Otherwise, the battles could become impossible, or far too easy.
  If the regiment is entirely on foot, then assume that a company has roughly six platoons of approximately fifty soldiers 
  each. A sample complete company could include four companies, for a grand total of roughly 1,200 Guardsmen. Roughly 
  five to ten percent of the company’s soldiers could be split off into heavy weapons squads, providing a significant punch 
  if the teams have the opportunity to set up their weapons for use. 
  If the regiment incorporates support vehicles—such as Scout Sentinels or Hellhounds—these are typically present 
  at a ratio of three per platoon. That works out to 72 support vehicles. In this instance, the sheer number of transports 
  would not easily fit into the docking area previously described. Game Masters must increase the overall scale of the area 
  in order to allow for this many vehicles to easily fit.
  A mounted regiment could contain four transports per platoon, with six platoons per company and four companies 
  per regiment. This works out to a total of 96 transports, carrying approximately 1,000 Guardsmen. Again, the scale of 
  the docking area is likely too small for this many vehicles in addition to the Guardsmen passengers.
  An armoured regiment could have three tanks per squadron. Groups of six squadrons can be formed into a platoon. A 
  company would then have four such squadrons, for a total of 72 tanks. Again, the Game Master would need to increase 
  the size of the docking area—and the nature of the resistance—to accommodate this many heavy vehicles.
   
  
  31
  I: The Beachhead
  Void Shrikes, and possibly meet with Lieutenant Nikishin (see 
  page 132) to discuss tactical matters. Alternatively, the Player 
  Characters might prefer to return to the cruiser, to aide their 
  brethren and the Imperial Navy crew members in escaping at 
  this time. Any Severan Dominate assault at this point is purely 
  at the Game Master’s discretion.
  THE EXPLOSION
  When Vox Belli finally succumbs to its massive damages, it 
  does so in a dramatic fashion. With its spine shattered, the 
  torque from its continued momentum eventually tears the 
  ship apart. The instant it shears away from the docking 
  bay, Severan Dominate teams resume pounding the vessel 
  with relentless fire from the star fort. This is clearly massive 
  overkill for the already wrecked ship, but the secessionists 
  hope to clear their field of fire, so that they can target any 
  other incoming transports. 
  The vast majority of these volleys have little effect. The 
  ship’s armour is further shredded and already devastated 
  components are reduced into ever-smaller rubble. That is, 
  until a lance blast strikes one of the ship’s massive plasma 
  engines. The engines had begun an automated shutdown 
  process, but the severe damage left them unable to complete 
  it. Each of the engines remained partly charged as its plasma 
  cores remained volatile. When the lance breaches the engine, 
  the plasma erupts in a truly dramatic fashion. For an instant, 
  the wreckage ignites as it is consumed by the blast. Then, 
  shrapnel and a wave of plasma energy extend in a sphere 
  kilometres-wide. The wave, of course, impacts the docking 
  bay arm, where the Guardsmen are busily fighting the Severan 
  Dominate defenders.
  initiAL impAct
  The blast flays the station’s armour and severely damages 
  its outer hull. The airlocks facing the ruined cruiser are 
  immediately breached, as are the walls of the docking area. 
  Everyone needs to scramble for footing as the entire docking 
  arm sways violently in the wake of the explosion. Emergency 
  airlocks part way up the docking bay arm immediately slam 
  shut, but the air for a full third of the arm rushes out through 
  the breached hull, creating a massive wave of pressure. 
  Anyone on foot needs to take a Difficult (–10) 
  Acrobatics Test to grab onto something and hold their 
  ground. If they fail, they are swept off their feet and slam 
  into the debris already crashing into the shattered walls of 
  the star fort, suffering 1d10 + 2 Impact Damage. With four 
  or more Degrees of Failure, they are actually swept out of the 
  station through the shattered airlocks. Fortunately, they suffer 
  no damage as they are sucked into space. Unfortunately, they 
  are now unprotected in a hard vacuum. They likely need to 
  work with any brethren who were not hurled off the station 
  to be rescued—if they’re wearing a void suit. Assume that 
  half of the allied foot soldiers failed the Test, with ten percent 
  having been hurled into the void. 
  Player Characters who succeed at the initial Test can 
  perform a Half Action during the Round in which they 
  pass the Test. Afterward, they have two Rounds before 
  the atmosphere in the outer third of the docking arm 
  an exceptional degree of threat, they should not receive a 
  disproportionate amount of the incoming fire. If they attempt 
  to remain concealed, a Battlefield Awareness Test may be the 
  best way to determine how much attention they draw.
  Some of the players may also view the battlefield and 
  determine that they would prefer to employ an alternative 
  strategy. This is a significant engagement and a broad range of 
  different approaches could meet with success. Game Masters 
  must use their own discretion to appropriately respond to 
  alternative tactics. Possibilities could include directing fire to 
  collapse the upper deck onto the lower level, compromising 
  and detonating one of the Hellhound Flame Tanks, or even 
  liberal use of explosives. 
  In any case, the combat cannot occur indefinitely. Vox 
  Belli is badly damaged, and its plasma engines are doomed 
  to fail dramatically in short order. Ten combat Rounds after 
  the Doom of the Vox Belli (see page 26) ends, the Imperial 
  Navy cruiser detonates dramatically. The explosion shakes 
  and severely damages the docking bay arm. Regardless of the 
  status of the combat in the docking area, proceed to The 
  Explosion at that point.
  That does leave a fairly large window of time. If the 
  characters chose to swiftly board the station, they could 
  have ample time to overcome the defenders. In this case, the 
  lieutenant has the Guardsmen move to hold the docking area 
  against a counter assault. The regiment prefers to have the 
  entire unit successfully exit the cruiser prior to advancing 
  within the star fort. This time could also be used to aid the 
   
  
  32
  I: The Beachhead
  the station’s decks to their vehicles and void suits. The noise 
  is initially a series of sharp popping sounds, as structural 
  elements in the docking arm’s framework give way. 
  Over the course of roughly thirty minutes, the sound shifts 
  in volume and tone. The thick armour plates flex, releasing 
  whining and scraping noises as they bend and distort in ways 
  that the star fort’s design cannot accommodate. Similarly, the 
  pattern of motion begins to compress the ceiling and floor of 
  the outer level, visibly reducing the height. 
  Have all of the Player Characters make a Routine (+20) 
  Awareness Test to notice the unusual grinding noises. If they 
  succeed, they not only hear the sounds but also recognise 
  them as a sign of structural instability. At this point, their 
  largest concern likely becomes how much time they have 
  before things become critical. Success on a Challenging 
  (+0) Tech-Use Test is enough for anyone to realise that 
  they likely have less than fifteen minutes to move out of the 
  damaged portion of the docking arm. Should they fail, their 
  estimates are significantly less than that. With three or more 
  Degrees of Failure, however, they estimate that the time could 
  be measured in hours rather than minutes.
  At this point, the Imperial officers must decide how to 
  proceed. If the Player Characters have a leadership role, leave 
  this decision to their discretion. There are well over a hundred 
  soldiers adrift in the void outside of the star fort. Survivors 
  are intermingled with the bodies of those who were slain 
  during the combat. Identifying those still alive is certainly 
  challenging, but it takes several minutes to haul each person 
  back to the vessel. Even with a concerted effort by all available 
  Guardsmen, the effort can save roughly a hundred survivors in 
  the ten minutes available, which leaves only five minutes for 
  is entirely depleted. During this time, they may act freely, but 
  the pressure of the air rushing outwards remains a substantial 
  hindrance. Any who have the wherewithal to immediately use 
  a line to secure themselves to an immobile object are safely 
  secured during these two Rounds—this includes all of the 
  Void Shrikes. Those who do not must succeed at a Difficult 
  (–10) Athletics Test the first Round, and a Challenging 
  (+0) Athletics Test the second Round, to maintain their grip 
  as the air pressure gradually decreases. Those who fail these 
  Tests suffer the same consequences as for failure of the initial 
  Acrobatics Test. 
  The blast was adequate to shake any tracked vehicles, but 
  not powerful enough to damage them. Similarly, the onrush 
  of atmospheric pressure is not enough to hurl them from the 
  star fort. The situation does, however, affect Sentinels. Any 
  operators present must make the same Tests described above, 
  substituting their Operate (Surface) Skill. Failure incurs the 
  same consequences. 
  When the blast strikes the star fort, it shatters countless 
  relays as well as structural elements in the outer portion of 
  the docking arm. After the third combat Round is complete, 
  the area is a complete ruin. It has no atmosphere, power, or 
  gravity. Any characters that are not in a sealed vehicle must 
  don void suits to survive in the barren conditions. For vehicles, 
  the loss of gravity presents another significant complication, 
  as none of these vehicles are designed to operate without 
  it. All Operate (Surface) Tests suffer a –20 penalty until the 
  characters return to a location with nominal gravity.
  At this point, the overall situation could vary substantially 
  based upon the group’s previous decisions. If the Imperial 
  forces have not defeated the Severan Dominate, then the 
  secessionists seize upon the confusion to inflict additional 
  damage upon the invaders. This could leave the Player 
  Characters more focused on the immediate threat of incoming 
  fire than on rescuing their allies from the void. If the Imperial 
  forces had ample time to regroup, they might have suffered 
  minimal casualties from this situation. In this situation, the 
  first challenge becomes rescuing any who were hurled into 
  the void, and then trying to make way to the portions of the 
  station that remain airtight and functional.
  coLLApSe
  After the air is evacuated from the outer portion of the 
  docking bridge arm, the company has only moments to 
  assess its damage and begin to recover before tragedy strikes 
  once more. This time, the crisis comes in the form of the 
  fallout from the damage Lycurgos sustained in the explosion. 
  Gradually, the docking arm’s extreme end begins to buckle 
  and sway in response to the blast. With very little gravity and 
  damaged supports, the continuing pendulum action eventually 
  triggers a structural collapse in the wall. If the Imperials hope 
  to survive, they must fight their way deeper into the station, 
  to a portion less affected by the cruiser’s detonation.
  The initial warnings come in the form of sounds rather 
  than motion. There are few visual cues to indicate that 
  the docking arm is moving, and the motion is initially 
  gradual enough that none can sense the subtle shifts. 
  Without any atmosphere to conduct noise, the 
  Guardsmen hear the sounds conducted through 
  LiFe podS
  If all else fails, the Guardsmen may decide that 
  survival outweighs the importance of the mission. 
  This is hardly an approach that is likely to please their 
  commanding officers, but it is understandable. The 
  ancient star fort is equipped with an adequate number 
  of life pods to accommodate a very large crew. The 
  majority of these remain functional, and are mounted 
  on the dorsal and ventral spine of the docking bay 
  arm. Player Characters can easily identify these, 
  enter them, and launch them. There are enough to 
  accommodate the surviving members of the company. 
  Game Masters must use their own discretion to decide 
  if this is enough to ensure survival. The station 
  might fire upon these pods, as its commanders could 
  recognise that the contents were largely Imperial 
  soldiers or Severan deserters. Alternatively, they 
  could rescue the pods, but then take the Guardsmen 
  prisoner. The best possible outcome might be for 
  the Guardsmen to land upon Warzone Epsilon. Of 
  course, in that situation, they would immediately face 
  hostile Severan Dominate troops who would prefer to 
  execute them rather than take them prisoner. At this 
  point, the Imperial Navy would only attempt a rescue 
  mission if the circumstances were extraordinary. 
   
  
  33
  I: The Beachhead
  ADVANCING UNDER FIRE
  Those who remain within the Lycurgos can see the side walls 
  of the docking arm begin to buckle from the slow swaying. 
  With each shift of direction, the floor rises slightly and the 
  roof descends further. By the time ten minutes has passed, 
  it is abundantly clear that the surviving Guardsmen need 
  to start advancing towards the central core of the star fort. 
  Otherwise, they are certain to be crushed when this portion 
  of the docking arm collapses in on itself. 
  There are no Tests for this. The collapse is functionally 
  inevitable. Of course, Game Masters should use their discretion 
  at this point. If one of the Player Characters manages to 
  devise some brilliant feat of engineering, it might be possible 
  to delay the collapse. Keep in mind, of course, that there are 
  countless tons of structural elements and armour in motion. 
  Even the hull of a Leman Russ Battle Tank lacks the structural 
  integrity to sustain this kind of pressure for more than an 
  instant. The Player Characters must recognise the very real 
  danger that this situation presents.
  The lack of gravity and light further complicates this 
  matter. While the Void Shrikes are comfortable working under 
  conditions without gravity, the Player Characters’ company is 
  most likely less adept in this situation. Any vehicles involved 
  in the regiment are not designed to move without gravity. 
  Their speed and turning ability are severely compromised 
  by the situation. Further, none of the squads are intimately 
  familiar with the layout of the star fort. Even those who have 
  been on similar stations realise that there could be significant 
  departures in design with each construction project. They can 
  make best guesses, but these could be grossly inaccurate, or 
  the secessionists might have left traps to delay any advance. 
  In order to reach safety, the surviving members of the 
  company must proceed down either of the massive hallways 
  along the outer wall of the docking arm. Along the inner wall, 
  the rooms on both levels are storage facilities. The majority 
  of these are supplies waiting to be loaded onto vessels for 
  resupply. That includes basic foodstuffs, clothing, ammunition, 
  and miscellaneous equipment. A few of the storage rooms also 
  contain materials that have been brought to Warzone Epsilon 
  by visiting craft. 
  Signs point towards hatches in the floor and ceiling of 
  the corridor, indicating the location of various weapons crew 
  stations. These are the crew ports for the star fort’s massive 
  ordnance weapons, intended to devastate any encroaching 
  vessels. The hatches are all badly damaged by the explosion, 
  with many shifted from their hinges. The weapon crews—
  and the weapons—are utterly destroyed.
  Beyond the time constraint, the largest issue while travelling 
  along the broad hallways is the lack of gravity. The swaying 
  motion, which is collapsing the deck and ceiling, is not a 
  significant impediment to travel at this stage. The lack of gravity 
  makes walking challenging and driving a vehicle extraordinarily 
  difficult. Refer to only War Core Rulebook page 38 for 
  information on moving within Zero Gravity. Piloting a vehicle 
  at anything faster than half Tactical Speed requires a Hard 
  (–20) Operate (Surface) Test. If the pilot attempts any 
  Vehicle Movement Actions while under Zero Gravity, 
  those Tests suffer an additional –20 penalty. 
  the Imperial forces to scramble towards safety. This is due to 
  the combination of a limited amount of physical space from 
  which to launch lines, the difficulty in discriminating the dead 
  from the living, and the swaying of the docking arm. Company 
  leaders may make a Challenging (+0) Command Test to 
  try to increase the overall efficiency. Every Degree of Success 
  saves an additional ten soldiers, though every Degree of Failure 
  decreases the number saved by ten. 
  Some groups may wish to try an alternative strategy 
  to preserve as many of their brethren as possible, without 
  sacrificing those who have remained aboard the star fort. 
  Possibilities could include leaving soldiers behind on the 
  exterior of the star fort, launching a vehicle into the void, 
  or even simply trying to tie off groups of survivors and 
  providing them with lines and grapnels. Game Masters must 
  use their discretion to consider the feasibility of all of these 
  approaches. Note that the characters floating in the void 
  are generally too small to represent viable targets for the 
  star fort’s defensive systems. Unless a very large group is 
  somehow assembled, its weapons emplacements are not 
  turned upon them. Additionally, all of the shrapnel and 
  rubble from the Vox Belli’s wreckage makes it impossible for 
  the secessionists to launch fighters or even transports into 
  this region. The characters trapped in the void need only 
  deal with the dangers inherent in the void and the physical 
  collapse of the docking arm.
  If a group does somehow reach the exterior surface of the 
  star fort and travel upon it, they can safely proceed through 
  the void to an airlock further up the docking arm. This can 
  present an opportunity to reunite the survivors with the forces 
  still fighting inside of the star fort. Players can use the sound 
  conductance of the station’s surface to detect the sounds of 
  nearby battle, estimating the best time to join the fray with a 
  Difficult (–10) Awareness Test.
  trApS
  The Severan Dominate forces recognised that 
  an Imperial attack on Lycurgos was likely when 
  they detected the series of Warp translations that 
  accompanied the fleet’s arrival. The forces already 
  aboard the star fort had adequate time to prepare its 
  defences and deploy to all reasonable entry points. 
  Additional secessionist soldiers remain at their duty 
  stations throughout the facility. Knowing that they 
  would be deploying for a likely attack, some of these 
  soldiers may have chosen to set traps for any incoming 
  forces. The logic being that, even if they were to die, 
  they could still succeed in taking additional enemies 
  with them. The adventure does not explicitly place 
  any traps along these passages, as the time constraint 
  associated with the imminent collapse of the docking 
  bay arm provides adequate tension. However, 
  Game Masters who desire an additional degree of 
  verisimilitude may wish to place numerous explosive 
  traps along the journey through the hallway. The most 
  likely plan would be for one hallway to be trapped, 
  while the other remained completely clear. 
   
  
  34
  I: The Beachhead
  Unless the Imperial Guard have already suffered extreme 
  losses, they should massively outnumber the defenders at 
  this point. This is intended to be a relatively easy victory for 
  the Guardsmen. It is the last barrier that the company must 
  overcome before it can earn a brief respite. Once through 
  the hatch, they have an opportunity to either close it once 
  more, allowing atmospheric pressure to return, or they could 
  patch it if they cut through or detonated it. In either case, 
  this portion of the station can be made structurally and 
  atmospherically sound. 
  With this in mind, if the attackers are foot soldiers, then 
  the defenders should be no more than two platoons of foot. 
  Against an armoured company, six sentinels would 
  constitute an appropriate level of resistance. There 
  should be just enough secessionists to cause some 
  damage, but not enough to actually constitute a 
  significant threat.
  NOTABLE 
  CHARACTERS
  The following NPC plays 
  an important role as the 
  characters first fight their way 
  aboard Lycurgos.
  LieutenAnt 
  SAvA niKiShin
  The highest-ranking officer 
  among 
  the 
  Void 
  Shrike 
  survivors, Lieutenant Nikishin 
  has been through hell, watching 
  his comrades die. In spite of 
  that, he has seized command 
  of the survivors, and through 
  force of will assembled them 
  into a functional unit. He is 
  a capable officer, but he is 
  physically 
  and 
  emotionally 
  exhausted throughout this scene. 
  His patience for the officers of 
  the Player Characters’ regiment is 
  limited, as he suspects that they are 
  ill trained for the current environment 
  and battles. He attempts to, respectfully, 
  maintain control of the battle, unless 
  a higher-ranking officer exhibits an 
  exceptional degree of familiarity with  
  the situation. 
  the hAtch
  After the company has travelled roughly a kilometre 
  through either passage, they reach the massive emergency 
  hatch that sealed to prevent any further escape of air. The 
  hatchway is nearly 100 metres in width, and extends into 
  ceiling, ten metres overhead. It is constructed of plasteel 
  nearly half a metre thick, which is reinforced at many 
  points. Creating a man-sized opening requires destroying 
  it as cover. For these purposes it is considered to have 20 
  Armour Points. If the Guardsmen wish to create a larger 
  opening, they must repeatedly create man-sized openings. 
  Alternatively, the soldiers may use lascutters, melta-bombs, 
  or demolition charges to cut through or demolish the 
  wall. Lascutters require no Test, but explosives require a 
  Routine (+10) Tech-Use Test just to verify that they 
  do not detonate prematurely.
  Alternatively, if the allied forces include a talented 
  Enginseer, that character might be able to access the 
  cogitation core and beseech the Omnissiah to 
  open the hatch itself. This requires a Hard 
  (–20) Tech-Use Test, as the machine 
  is reluctant to open when it recognises 
  the difference in pressure levels on each 
  side. Note that this approach offers a 
  comparable degree of warning to the 
  defenders on the other side of the hatch. 
  As part of its emergency override ritual, 
  lights flash and klaxons blare to warn 
  those on both sides of the imminent 
  rush of atmosphere.
  When the hatch falls, there are two 
  immediate complications. The first is the 
  sudden pressure wave, as the interior of 
  the star fort once again vents atmosphere 
  into the void. This time, the officers 
  expected it and warned the Guardsmen 
  to take appropriate measures. All soldiers 
  should be tied down either to grips on 
  the walls, or to vehicles if appropriate.
  The officers also provide the 
  Guardsmen with ample warning 
  of the second complication. 
  Everyone needs to take 
  cover, as they expect 
  Severan 
  Dominate 
  resistance to open fire 
  the moment the hatch falls. After all, the star fort’s 
  defenders have ample evidence of the intrusion and 
  had plenty of time to martial their reserves. Imperial 
  forces have access to any cover they have carried with 
  them. This could be crates, scavenged doors, or even 
  their vehicles. The defenders, in turn, did not have 
  the wherewithal to bring defensive structures. Their 
  forces, which lacked any officers, are deployed 
  largely in the open, in a block formation. 
   
  
  35
  I: The Beachhead
  zone. There are not enough airlocks to bring in significant 
  reinforcements at the current location. Further, it remains 
  vulnerable to weapons fire from the docking arms in the star 
  fort’s adjoining quadrants. Without the landing zone, it is 
  currently impossible for additional troops to reinforce the 
  held position. 
  For the company, this means a revised set of orders. 
  They must continue to press the fight against the Severan 
  Dominate. The mission can only be considered complete 
  when the bay at the end of one of the station’s docking 
  arms is completely secured. The weapons in that docking 
  arm must be functionally silenced, and they must fight any 
  remaining secessionists in that region to a standstill. There 
  can be no opportunity for rest, as no reinforcements can 
  arrive at this time. Instead, they must stretch their resources 
  and assault the secessionists once more. This is hardly an ideal 
  situation, as the Imperial Guard forces are likely to be grossly 
  outnumbered. The only advantage that they can have is faith 
  in the Emperor, some small element of surprise, and a certain 
  degree of manoeuvrability. 
  If the Player Characters have command, then the strategy 
  for this new assault is entirely at their discretion. Their first 
  step is likely to review their assets by verifying how many 
  soldiers survived the scramble through the vacuum of the 
  damaged docking arm and the last battle against the Severan 
  Dominate. After that, they need to check the supply levels for 
  their forces. This includes mission critical components such as 
  ammunition and air tanks for the void suits, but also sundry 
  items such as rations and medi-kits. 
  In general, the news on this front should be tolerable. 
  The last engagement should not have incurred significant 
  casualties. Unless there were significant complications, the 
  Imperials should not have suffered any major casualties 
  since Vox Belli’s explosion. In fact, if they were able to 
  reunite with some of the survivors who trekked across 
  the star fort’s exterior, they might have more troops than 
  they did at that time. Ammunition and sundries may be 
  a larger issue. Much of their wargear was certainly left 
  aboard the cruiser, and more was likely blown into space 
  by the detonation. Unless the Player Characters have taken 
  measures to capture supplies or deliberately brought extra 
  equipment, they have an issue. The entire regiment can be 
  brought back to full ammunition and equipment levels at 
  this time by distributing everything on hand. After that is 
  done, there are no further supplies until they can reunite 
  with other Imperial forces. In the event they are caught in 
  an extended fire fight, this could become a substantial issue. 
  Fortunately, such a fight is to be avoided, as the secessionists 
  could then press their significant numerical advantage.
  Beyond that, the Imperial Guard soldiers must continue 
  to press the battle until they reach the star fort’s core, where 
  the docking bay arm meets the station’s centre. Once there, 
  they can skirt around Lycurgos’s outer edge, where the route 
  is relatively straightforward, rather than attempting to 
  navigate through the many regions in the central core. At 
  this stage, they must decide which docking arm to target. 
  Presumably, that would be either of the adjacent ones, 
  as the arm on the opposite side of the station would 
  be more difficult to reach. 
  Secure the 
  Landing Zone
  “The star fort’s gunners have all the skill of servitors. If we pilot into 
  the landing bay at full acceleration, we can evade their defensive fire.”
  –Captain Seona Devvae, Imperial Navy pilot
  T
  he Imperial Guard have penetrated the station, but 
  the docking bay arm is effectively destroyed. There 
  is no way to land reinforcements through it. For the 
  company’s mission to be considered a success, they must 
  secure a different docking bay arm. This scene focuses on the 
  battle around the perimeter of the star fort and down another 
  arm. In the Player Characters’ favour, the defenders are 
  prepared to fight attackers coming from the other direction. 
  In spite of this, the Guardsmen are incredibly outnumbered. 
  Further, there can be no failure in this mission. The 
  characters are functionally trapped within the star fort, as 
  the Imperial Navy has no way to send shuttles to evacuate 
  them. If they hope to survive, they must capture a bay and 
  eliminate its defences, so that reinforcements can arrive. Only 
  then can they hope to live long enough to secure the star fort 
  for Imperial forces.
  ESTABLISHING CONTACT
  This scene begins with the Guardsmen in a comparatively 
  secure situation compared to the last scene. At this point, 
  they should be within the station, and not under immediate 
  assault. This portion of the station is also not in danger of 
  imminent collapse. In fact, it even has atmosphere, so they 
  may choose to shed their void suits and respirators. This gives 
  the Imperial forces a few moments to regroup, quickly tend to 
  casualties, and consider their next moves.
  Protocol demands that the commanding officers move to 
  contact the overall mission commander. If the characters are 
  in command of the company, they should recognise this and 
  make the appropriate contact. Vox communications remain 
  functional between their location and the remainder of 
  the Imperial fleet—the Severan Dominate use comparable 
  frequencies, so cannot afford to block them. That does lead 
  to a concern; the secessionists could easily listen in on any 
  transmissions between the Guardsmen and the fleet. In 
  addition to overhearing the conversation—which is certainly 
  encrypted and makes use of call signs and code phrases—
  they might be able to triangulate the Imperial Guard location. 
  This is likely not a significant issue, as the noise from the 
  recent fire fight and any escaping defenders certainly alerted 
  them as well. Nonetheless, it is a factor to consider.
  Spinward Front High Command is relieved to know that 
  the mission was at least partly successful but also frustrated 
  by the final outcome. Currently, the Player Characters and 
  their company are in an ineffective position. The original 
  plan called for further Imperial Guard forces to secure 
  the beachhead once it had been captured. While they do 
  now have a beachhead, they do not have a secure landing 
   
  
  36
  I: The Beachhead
  to use this time to establish effective defences of their own 
  within the inner part of the docking bay arm. However, if 
  the company spends an exceptionally long time preparing to 
  advance—more than twelve hours—the secessionists do take 
  some action. In this case, they seal another set of hatches and 
  terminate the air circulation to the portion of the docking arm 
  where the Imperial Guard forces continue to prepare. Then, 
  they begin to evacuate the atmosphere from that region. As 
  the Imperial Guardsmen should have access to void suits and 
  respirators, this should not represent a lethal action, but it is a 
  clear inconvenience for their advance.
  THROUGH THE DEFENCES
  The Severan Dominate forces have ample time to prepare for 
  the oncoming Imperial Guard forces. They are aware of the 
  presence of hostiles, and if any Severan survivors broke and 
  escaped, they have a very good idea of the types and numbers 
  of intruders aboard the station. With this in mind, they have 
  the tactical wherewithal to establish an effective defence. 
  Game Masters should consider the numbers and types of units 
  presented in this scene as a recommendation, which can be 
  freely modified. The number of soldiers, as well as the types 
  of weapons and vehicles, may be modified based upon any 
  intelligence information that the secessionists have available. 
  Keeping that in mind, the adventure presents three 
  different types of resistance, depending upon whether the 
  Guardsmen are footsloggers, mechanised infantry, or in an 
  armoured company. For purposes of considering the enemy 
  resistance, ignore the presence of the Void Shrikes. At this 
  point, their numbers have been reduced to less than the size 
  of a company. They should certainly present a factor in the 
  upcoming battle, but they are a minor element relative to the 
  surviving members of the Player Characters’ company.
  In all of these instances, the defenders set up a killing 
  ground in a broad corridor that represents the junction 
  between the docking bay arm and the station’s core structure. 
  The killing ground is just over 100 metres in width, and fifty 
  metres across to the beginning of the two outer corridors and 
  the hab facilities that fill the centre of the docking bay arm. 
  Some groups might consider the possibility of bypassing the 
  killing ground by using maintenance passages located above or 
  below the main deck. These certainly do exist, but they are 
  small passages, which are cramped for a person with only a 
  That decision is a moot issue at the moment. Before the 
  Imperial Guard can worry about that, they must first battle their 
  way to the end of the docking arm where they initially landed. 
  Secessionist forces have been redeployed from other portions 
  of the station—including the adjacent docking arms—to try 
  to eliminate the Imperial Guard threat. These forces are more 
  fully addressed in Through the Defences. Only after they 
  have overcome those defenders must the officers decide upon a 
  further strategy for capturing a landing zone.
  If an officer who outranks the Player Characters yet 
  survives, then he or she must decide the company’s strategy 
  for advancing and completing the mission. The initial tactics 
  are as follows:
  • The officer sends out a scouting party to identify any
  traps and pockets of resistance along the most direct path 
  towards the star fort’s central core. They are to report 
  back as soon as the enemy is discovered.
  • As that unit advances, the remaining forces redistribute
  ammunition and supplies, so that no Guardsmen are 
  responsible for carrying an excessive load.
  • Any members of the company that have suffered serious
  injury are set up at the current location. All walking 
  wounded are expected to defend the more seriously 
  wounded. Able-bodied squads are ordered to set up cover 
  and firing positions, making use of any scrap material that 
  can be obtained—including critically damaged vehicles. 
  • Once temporary fortifications have been established, all
  able-bodied units are to begin their advance towards 
  the base of the docking arm. They can reunite with the 
  scouts en route, to devise a strategy for eliminating or 
  bypassing the secessionist defenders.
  If the Player Characters are particularly well suited 
  for a scouting mission, then their squad is sent off with 
  that assignment, see Through the Defences, below, for 
  details. Otherwise, they are expected to assist with building 
  fortifications for the wounded. In the event that the squad has 
  already suffered significant casualties among their members 
  or comrades, their squad is combined with another. If any 
  badly wounded soldiers wish to continue to advance, they 
  must succeed at a Routine (+10) Opposed Deceive Test 
  against their lieutenant.
  Unless the Guardsmen choose to set up camp for 
  an extended period of time, the Severan Dominate 
  do not press an assault at this time. They prefer 
  AdditionAL SuppLieS?
  Characters may wish to start scrambling to find supplies and ammunition at this stage. This portion of the docking bay arm 
  largely serves as living quarters for menials. If a vessel were docked, they would be working to shuttle cargo to and from 
  the craft. Currently, they are actively working within the star fort’s manufactorums. Their quarters have little of military 
  value. Food is not stored here. The most the Guardsmen could hope to find is poor quality clothing and sheets that could 
  be used for makeshift bandages or disguises. 
  If any of the characters wish to try to go back into the damaged portion of the docking arm to secure supplies from the 
  storage facilities, they can attempt to do so. However, this is a mission with a very low probability of success. The continued 
  swaying movement has essentially flattened the roof and the deck together. Trying to scavenge any equipment would first 
  require cutting through the roof and hoping that the wargear was undamaged. This is complicated by not knowing in 
  advance what equipment they might be retrieving from any given storage compartment. Further, the characters would need 
  to wear void suits, exhausting more of their already limited supply of atmospheric tanks.
   
  
  37
  I: The Beachhead
  of crossfire. The squads do not advance towards the Imperial 
  forces, even if the Imperial Guard forces break and run. They 
  recognise that their defensive structure creates a strong point 
  of lethal fire. They have no intention of sacrificing it when 
  the Guardsmen are effectively cornered.
  In order for the Player Characters and their allies to 
  overcome these emplacements, they must either advance 
  without cover through a wild field of fire, or determine some 
  means to create cover. This could involve using scavenged 
  crates, bulkheads, or other scrap materials taken from the 
  station’s walls. Alternatively, indirect fire weapons could be 
  used, keeping in mind that the ceiling in the area is roughly 
  ten metres in height. Grenades are certainly an option, but 
  any character throwing one would be tremendously exposed 
  to fire due to range restrictions.
  Mechanised Infantry
  If the Severan Dominate recognise that the attackers are 
  dependent upon vehicles, then they alter their tactics so that 
  they may compromise the vehicles’ effectiveness, while still 
  presenting a significant organised resistance. Rather than 
  establishing an open killing ground, the kill zone is instead 
  scattered with tank traps. These completely fill the room, 
  all the way back to the hallway entrances. Any pilot who 
  attempts to traverse the traps in a tracked vehicle must pass 
  an Arduous (–40) Operate (Surface) Test. Should the 
  pilot fail, the vehicle becomes immobilised. Should the pilot 
  achieve four or more Degrees of Failure, the vehicle is also 
  flipped. Walkers or dismounted soldiers can easily navigate 
  between the traps or clear a path. 
  In addition to these obstacles, the secessionists deploy a 
  mixed force of vehicles and foot soldiers. Thirty two-man 
  heavy weapon teams are set up within makeshift bunkers (8 
  Armour Points). Each team is armed with a M34 Autocannon. 
  Twenty additional ten-man squads of soldiers are stationed 
  in makeshift bunkers. Each squad is armed with lasguns and 
  krak grenades. Their primary target is infantry; the krak 
  grenades are reserved for any vehicles that manage to breach 
  the tank traps. Three Hellhound Flame Tanks (see page 218 
  of the only War Core Rulebook) are stationed at the rear 
  of the enemy line. These initially fire their heavy bolters at 
  any oncoming forces, using their Inferno Cannons only when 
  Imperial soldiers come within close range. 
  Armoured Company
  The secessionists can be unusually well equipped to respond 
  to an incursion by an armoured company. This is partly 
  because of the highly specialised STC vehicle patterns 
  that are manufactured aboard the star fort. If the Severan 
  Dominate forces recognise the presence of heavy tanks—and 
  considering the way noises reverberate through the facility’s 
  structural components, this is tremendously likely—they 
  have ample time to prepare for the assault. This begins with 
  spreading tank traps as described in the Mechanised Infantry 
  section (see above). 
  In addition, the defensive forces are better equipped 
  specifically to counter a heavily armoured assault. 
  The defenders begin with thirty two-man heavy 
  weapons teams, each set up within makeshift bunkers  
  modicum of tools. Soldiers carrying their full rucksacks and 
  gear are too physically encumbered to even fit in the passages. 
  Further, attempting to quietly sneak an entire company through 
  these passages would require a massive feat of stealth—Very 
  Hard (–30) Opposed Stealth Test. Smaller groups might be 
  more feasible, but even this would require a bit of distraction, 
  as the noise of movement through the passages is certain to 
  reverberate through the star fort’s open areas. 
  Foot Soldiers
  The secessionists recognise the threat and deploy weapons 
  well suited to eliminating large numbers of foot soldiers. This 
  begins with an infantry company of roughly 300 soldiers 
  broken into thirty ten-man squads. Each squad includes a 
  flamer. Fifteen two-man heavy weapon teams are split off, 
  and each is armed with a heavy bolter. 
  As they waited, the soldiers constructed makeshift bunkers 
  (8 Armour Points), to provide cover from incoming fire. Squads 
  and heavy weapon teams are universally deployed within 
  these bunkers. All are set up to provide a maximum amount 
  venting AtmoSphere
  At this point, Game Masters or even players may consider 
  that venting the atmosphere from a significant portion 
  of the star fort could be an effective strategy. After all, 
  Lycurgos is certainly equipped with massive atmospheric 
  processing facilities in order to keep the station liveable. 
  There are a number of reasons to avoid this approach. 
  The Severan Dominate forces have several reasons 
  to eschew this tactic. The first is that it was clearly 
  ineffective against the forces during landing. The 
  Imperial Guard managed to traverse the damaged 
  docking arm when there was no atmosphere present. 
  Further similar actions would only force the Severan 
  Dominate troopers to operate in void suits—a tactic 
  for which they are poorly trained. The Tech-Priests 
  controlling the star fort’s technological centres are 
  also resistant to this approach, as they recognise that it 
  could take decades to fully recover enough atmosphere 
  to restore full function. Finally, many of the weapons 
  that the secessionists rely upon are not designed to 
  work effectively within the void.
  Tech-Priest Enginseers affiliated with the Imperial 
  Guard have similar objections to this tactic, recognising 
  the limitations of both their ally’s armaments and the 
  station’s atmospheric processing capabilities. While the 
  Guardsmen do have some very basic training in operating 
  without atmosphere, only the Void Shrikes remain fully 
  functional in this environment. Any advantage that they 
  achieved with this approach is limited.
  Game Masters are, of course, encouraged to use their 
  discretion in considering situations where a portion of 
  the station might lose pressure. This could occur if a 
  particularly large weapon missed its target and impacted 
  upon one of the station’s exterior walls. Such situations 
  should be reserved for a single use, as repeated instances 
  would quickly reduce the overall dramatic tension.
   
  
  38
  I: The Beachhead
  Dominate forces. With information about the number 
  and composition of the Imperial Guard, the secessionists 
  could assemble a taskforce to prevent the mission from 
  succeeding. Not only do the Imperial forces need to stop 
  the traitors from escaping, they also need to stop them 
  from reporting in via vox. Ideally, a captured prisoner 
  might be interrogated, so that a Guardsman could radio 
  in false data to the traitors, using the communications 
  network to disrupt the star fort’s security. 
  ONWARD AND INWARD
  The overall confusion of the battle leaves the corridors 
  around the perimeter of Lycurgos only lightly guarded. The 
  Imperial Guard soldiers can easily pass through this area, 
  encountering only light resistance. The troops that might be 
  patrolling this region have been reassigned to defend docking 
  bays, secure internal structures, or man the star fort’s weapons. 
  Menial workers, servitors, and couriers are the most likely 
  encounters through this portion. These individuals either 
  flee or immediately surrender in the face of an overwhelming 
  number of Imperial soldiers, except the servitors, of course, 
  who can do neither.
  The star fort’s docking bay arms form a cross through the 
  station’s central core. With one compromised, there are three 
  that remain viable targets. The arm directly across the station 
  would require the longest journey around the station’s outer 
  perimeter, or a fight through the central core. The Void Shrike 
  officers—particularly Lt. Nikishin—are adverse to such a 
  battle, as they believe that navigating that section could be very 
  (8 Armour Points). The teams are all armed with man portable 
  lascannons. Six Devil Dog tanks (see page 134) support 
  these units. Because these tanks are relatively poorly armed 
  compared to a battle tank, they are waiting out of direct line 
  of sight, deeper within the star fort’s central core. They only 
  move into line of site once any enemy tanks have advanced to 
  within firing range. The secessionists consider the melta tanks 
  a precious resource, so they try to keep them moving between 
  cover to minimise their exposure to enemy fire.
  overcoming the trAitorS
  By no means should this be an easy combat for the Imperial 
  forces. As they exit the broad hallways, the killing ground is 
  enormous and the amount of enemy firepower is substantial. 
  Even though the hallways are twenty metres wide, this 
  still creates a limited bottleneck for a force as large as the 
  surviving Imperial Guard. Because of this, the Imperial forces 
  must determine some effective means to bring a maximum 
  amount of fire to bear, without completely exposing their 
  forces to enemy fire. 
  Assessing and responding to the defences may be 
  accomplished through a combination of Battlefield Awareness 
  and Battlefield Manoeuvres. A relatively competent officer 
  commands the Severan Dominate forces, making all Battlefield 
  Awareness Tests Difficult (–10). Game Masters must use their 
  discretion to decide on the weakest points, depending upon 
  the composition of the resistance and Imperial forces. One 
  possible solution might be to take the extreme approach of 
  triggering explosive decompression by annihilating one of 
  the outer walls. A more conservative tactic could be to attempt 
  to destroy the deck plate (Armour Value 25) from beneath the 
  enemy bunkers. Advancing under a withering hail of fire—
  possibly pushing a hastily constructed barricade—could be 
  another possibility.
  Because of the conditions, the base difficulty for Command 
  Tests to have squads execute Battlefield Manoeuvres is Hard 
  (–20). If the target squads are already exceptionally loyal—or 
  particularly disenfranchised—the Game Master may modify 
  this difficulty as appropriate. Potential battle events should 
  hinge largely upon the tactics that the Player Characters 
  choose to employ. Key possibilities could be charging a 
  bunker near the edge of the encampment or scrabbling 
  through the open killing fields. 
  Game Masters must use their own judgment to resolve 
  the final outcome of the battle, though it should hinge on 
  the actions the Player Characters (and their subordinates, if 
  applicable) take. If commands are issued effectively, or the 
  Guardsmen are largely successful in their tasks, then the 
  secessionist forces can be overcome with only ten to fifteen 
  percent casualties. Conversely, if the tactics utilised seem 
  unnecessarily dangerous or if the Player Characters repeatedly 
  fail in their actions, then the victory may come at a cost of 
  fifty percent casualties. Imperial forces should only lose if 
  the Player Characters choose to take a deliberately foolish 
  approach—in which case they are executed to a man.
  The biggest concern for the Imperial forces 
  may be how to deal with any Severan survivors 
  after a victory. If any are allowed to escape, 
  they are certain to rally additional Severan 
   
  
  39
  I: The Beachhead
  This makes it a trivial matter for the Imperial Guardsmen 
  to seize control of the weapons. The weapons operators are 
  functionally oblivious to any threat and can be overcome 
  with hardly a fight.
  Guards have, however, been posted to defend the 
  docking bay arm. One group is set up at the point where 
  the docking arm meets with the central core. A second is 
  set up at the arm’s terminus, where a visiting ship would 
  normally attach multiple umbilicals. The composition of 
  these forces is essentially the same as the crews assembled 
  to stop the company during its advance along the length 
  of the docking arm. (See First Impressions page 28 and 
  Through the Defences page 36.) 
  Fortunately for the Imperial forces, there is one significant 
  factor that has changed. The secessionists are posted so that 
  their weapons point down the docking bay arm, facing away 
  from the star fort’s core. Their bunkers are also established 
  to defend against attacks made from that orientation. If the 
  characters advance upon them, the heavy weapons need to 
  be moved and braced prior to firing. None of the Severan 
  Dominate forces have any cover against attacks from behind. 
  Further, if the company makes a reasonable attempt to use 
  stealth, they can surprise the secessionists.
  The overall difficulty for both of these battles should be 
  proportionate to the strategies that the Player Characters 
  utilise. All Battlefield Awareness Tests against the group at 
  the base of the docking bay arm are considered Challenging 
  (+0). The secessionists have not set up a killing field behind 
  them—they intended to retreat through the hallways if 
  necessary. Cover is readily available in the form of various 
  massive pipes, support structures, and conduits integrated into 
  the star fort’s structure. As the Imperial Guard soldiers can 
  take advantage of this cover, Battlefield Manoeuvres also have 
  a difficulty of Challenging (+0). 
  If the Player Characters wish, some elements of the 
  Imperial forces may also be deployed upon various gantries 
  and structural elements within the hallway that encircles the 
  star fort’s perimeter. These locations can offer foot soldiers 
  an opportunity to rain fire down upon the secessionists, 
  while presenting a minimal target. The reinforced plasteel 
  construction also offers cover (14 Armour Points) to any who 
  fire from a prone position. 
  The secessionists at the terminus of the docking arm are 
  likely to hear the sounds of combat from the base of the arm, 
  but they are ordered to hold their stations. Because of the noise, 
  this group is likely to make some limited adjustments in terms 
  of cover, but their highest priority remains preparedness for an 
  assault from the void. Because no attack has yet been launched 
  against the docking bay, a lieutenant still has charge of the 
  operation. This sets the difficulty for both Battlefield Awareness 
  and Battlefield Manoeuvre Tests to Challenging (+0). 
  In both of these engagements, the Imperial Guardsmen 
  have a significant advantage for the first time since the 
  adventure began. They outnumber their opponents and 
  have a superior tactical position. They may even have the 
  element of surprise on their side. Their opponents lack 
  cover, while they have an opportunity to find their own. 
  These remain large-scale engagements, so it is expected 
  that the Imperial Guard should suffer some casualties 
  difficult. The adjacent arms in either direction are equidistant. 
  The choice to assault one over the other is largely irrelevant. 
  For game purposes, they are considered identical. 
  At this stage, there is no real benefit for trying to capture 
  more than one docking arm. The disabled docking bay 
  arm provides a reasonably secure approach to reach one of 
  the adjacent arms. Even with two arms secured, Imperial 
  Guard forces control far less than half of the station. The 
  secessionists still maintain a significant advantage in terms 
  of space, resources, and raw numbers. Consequently, any 
  decision to divide the force to attack the two adjacent arms 
  would represent an unwise division of resources. Seizing 
  both docking arms is simply not practical with the number 
  of resources currently available to the Imperial Guardsmen 
  aboard the fort. Any Player Character can recognise this 
  information with a Simple (+40) Scholastic Lore (Tactica 
  Imperialis) Test. 
  Scouts sent to check the levels of resistance on either 
  docking bay arm find comparable levels of resistance. The 
  key initial reveal is the absence of any significant resistance 
  in the station’s perimeter corridors. This is the case in both 
  directions. Once scouts begin to descend either of the 
  docking arms, they can first recognise the basic designs 
  are identical with the one through which they just fought. 
  Essentially, these different arms are mirror images of one 
  another, constructed using the same STC pattern. The only 
  variation is incidental equipment and the contents of the 
  different storage facilities and habs. 
  The second item of note is the presence of defenders, 
  both in the arms and at the various weapon stations located 
  throughout the arms. Unlike the previous docking arm, all of 
  the weapon stations for the star fort’s external weapons are 
  actively manned, and the weapons are currently firing upon 
  Imperial Navy vessels. Because of the intense heat and noise 
  built up within the cramped weapons firing quarters, the 
  hatches are left open. As the stations are normally considered 
  secure locations within the star fort, no guards are posted. 
  through the core
  The Void Shrike officer understands the nature of the 
  star fort’s core. This is where the most enemy soldiers 
  are located along with the best support elements. 
  Trying to battle through this section with the troops 
  and resources currently available is functional suicide. If 
  the commanding officer is an NPC, he takes the force 
  around the core’s perimeter to an adjacent docking bay 
  arm, regardless of any advice to the contrary. If the 
  Player Characters have command, they may stubbornly 
  decide to ignore the advice of their underlings and fight 
  through the core. If they do so, they face overwhelming 
  and fatal opposition. This should include more than 
  a company of Severan Dominate soldiers, a further 
  company of tanks, and at least a squadron of super-
  heavy tanks. Game Masters can use their discretion, but 
  should essentially hurl an endless supply of secessionist 
  units at the Guardsmen. By following this tactic, they 
  have made a very poor decision. 
   
  
  40
  I: The Beachhead
  massive weapons. During this time, the survivors of the first 
  and second waves must prepare to desperately hold onto the 
  station that they have secured.
  Mercifully for the exhausted Imperial Guard soldiers, it does 
  take some time for the Severan Dominate to organise their forces 
  prior to launching an assault. The secessionists have suffered 
  serious damage, both in the explosion and through the Imperial 
  Guard assault. Further, they can ill-afford to leave other portions 
  of the star fort undefended. After all, the Imperial Navy has a 
  huge number of landing shuttles. If any docking arm were left 
  vulnerable, the guardsmen might be able to seize it instead.
  This situation grants the Guardsmen a brief reprieve. 
  It is hardly enough time for a meaningful rest, but it does 
  give them an opportunity to set up defences of their own. 
  The sandbag bunkers that the secessionists used may be 
  repositioned. If tank traps were employed, those might also 
  be reused. Guards could be stationed at each of the weapons 
  stations. Additional bunkers might be built by using scrap 
  taken from the walls or from the storage facilities.
  Prior to departing the damaged docking arm, the company 
  almost certainly left its wounded behind. A company or more 
  of soldiers may now be sent to escort these Guardsmen to 
  the company’s new position. This stage need not have any 
  significant engagements but must be tense. Some of the 
  wounded can scarcely survive transport, as the slightest 
  jostle triggers further bleeding. Others are coldly determined 
  to die in the Emperor’s service, and try to fight their way 
  free of their stretchers so that they can try to charge towards 
  enemies that only they see. Dealing with the badly injured 
  can resonate with the stark severity of battle, in ways that go 
  unnoticed in the midst of a larger conflict.
  Some groups could take this opportunity to scavenge 
  through the cargo present in the docking bay storage areas. 
  Game Masters are left to their own discretion about what might 
  be available. Keep in mind that the Severan Dominate is hardly 
  well equipped with military assets. Excessive armaments and 
  wargear are likely rare. Anything that was designated for use 
  in Warzone Epsilon has certainly been dispersed to the soldiers 
  or assigned to armouries. The vast majority of equipment 
  manufactured aboard the star fort is retrieved at the earliest 
  opportunity, in order to feed the ravenous war machine that 
  the secessionists attempt to maintain. Conversely, agricultural 
  goods should be present in abundance. The planet produces 
  significantly more food than it can use, and transporting it off-
  world is a constant struggle. It is very likely that the storage 
  areas would be constantly filled with goods awaiting transport 
  to other secessionist worlds.
  There are ample tasks to assign at this stage and many 
  command decisions to make. The Void Shrikes might even 
  volunteer to patrol the star fort’s exterior surface, in fear 
  that the Severan Dominate might try to send a unit to 
  attack through an insecure airlock. Depending upon the 
  Player Characters’ roles within the company, they may have 
  significant input as regards these choices, or they could be the 
  boots on the ground sent to stand watch or build defences. 
  Ultimately, the key to concluding the act requires keeping 
  tensions high, even as the mission transitions from a state of 
  constant battle to one of increased preparedness.
  in the course of the battles. Fortunately, those losses should 
  be relatively manageable. 
  The Severan Dominate soldiers, in contrast, recognise that 
  the Imperial forces must have already overwhelmed their 
  brethren at the previous junction. The attack comes from a 
  direction that they were told was already secure. This weakens 
  their morale and substantially reduces their willingness to 
  fight. Without Ducal Legates, the Severan Dominate’s political 
  officers (see page 31 of the only War Sourcebook enemieS 
  of the imperium), to keep control of the units, many of these 
  soldiers may surrender or simply break and flee before the 
  overwhelming might of the Imperial Guard.
  Unless the Imperial Guard deliberately choose risky 
  tactics, they should emerge from each combat with casualties 
  of ten percent or less. Game Masters should make use of their 
  own judgment regarding the overall efficacy of the Player 
  Characters and the unit’s strategy to determine the manpower 
  costs in these engagements. This should also impact the 
  amount of ammunition expended in the conflict, though 
  some of this might be recovered from weapons and vehicles 
  seized from the foe.
  ESTABLISH A PERIMETER
  After the Imperial Guard has cleared the Severan Dominate 
  from the docking arm, they must prepare to defend it. By 
  this point, the secessionists are clearly aware of the strategy 
  employed by the Imperial Guard. They recognise that the 
  Imperial Navy can now land additional forces upon Lycurgos 
  without having to face the star fort’s defensive weapons. Their 
  only chance to prevent further landings is to move quickly to 
  retake the docking arm and man its armaments again. 
  It takes more than three hours for landing shuttles to 
  reach the docking arm. This is because the Imperial Navy 
  vessels had to remain beyond the effective range of the 
  star fort’s ordnance. This provides the secessionists 
  with ample time to retake the arm and recover the 
  expLoSiveS
  Some groups may lean towards a philosophy that 
  involves the heavy use of explosives. This could 
  take the shape of ordnance fire, krak missiles, melta 
  bombs, or simply demolition charges. Before the 
  Player Characters begin to make liberal use of these 
  tools, remind them that their orders call for taking the 
  station intact. These weapons certainly have situational 
  applications in the battles against the secessionists. 
  However, if applied too generously, the blasts could 
  easily inflict serious damage upon this docking bay 
  arm. Severe damage might even rupture the hull, 
  venting atmosphere to the void and again making 
  the docking arm functionally useless for landing 
  reinforcements. If that were to happen, the company 
  would be charged with capturing yet another arm after 
  this one. Such a challenge would inevitably tax the 
  available manpower and their reinforcements further, 
  likely beyond their ability to succeed.
   
  
  41
  I: The Beachhead
  Player Characters have command, the secessionists must 
  adapt their tactics to target any vulnerability in the defences 
  that the guardsmen have chosen. 
  The Imperial Guard commander only considers two 
  possible routes of entry to the docking bay arm. The first is 
  that the secessionists could unleash an all out assault upon 
  base of the arm. A rolling force of secessionists—particularly 
  if mounted—could rapidly smash through any defenders 
  stationed at the base of the arm, then move down its length, 
  recapturing weapons stations as they moved. Alternatively, 
  he recognises that the star fort has many other launch bays. 
  They might load forces onto a landing shuttle and then 
  dock the shuttle with the airlocks at the bay arm’s terminus. 
  A concerted push could secure that area, and prevent the 
  landing of Imperial Guard reserves.
  The lieutenant also recognises that the weapon 
  emplacements present a tempting secondary target. If the 
  secessionists were able to regain control of the ordnance 
  mounted on the arm, then they could use those weapons 
  against incoming soldiers. With control of those weapons, 
  they might not need to immediately retake the arm’s terminal 
  airlocks. Instead, they could simply use the weapons to 
  eliminate any incoming landers. Surviving guardsmen could 
  then be eliminated at the secessionist’s convenience. 
  To oppose these threats, the officer reluctantly divides his 
  forces, so that they can deal with any of these threats. He first 
  splits off a single squad—or light vehicle, if appropriate—to 
  each of the docking arm’s ten weapon emplacements. The 
  squads are ordered to defend the stations at all costs. If an 
  attack comes, they are to make as much noise as possible, so 
  that reinforcements can be quickly dispatched. They are also 
  issued explosives—of a type appropriate to the regiment’s 
  background—and told to place these within the weapon 
  stations. The explosives should be detonated only if the 
  enemy is certain to gain control of the weapon. Until that 
  outcome is certain, the unit must hold out for reinforcements, 
  preserving the weapon for later Imperial use as needed.
  Once those forces have been assigned, the commander 
  then splits his remaining force into thirds. One group is sent 
  to hold the base of the docking arm. This group is composed 
  of the heaviest weapons and vehicles available. He orders 
  them to establish the best defensive posture that they can. This 
  should include setting up temporary weapons emplacements 
  and building cover from the star fort’s basic structures. They 
  are encouraged to scavenge from any supplies the Severan 
  Dominate forces left behind—including makeshift bunkers 
  and possibly tank traps. 
  Another third is stationed at the docking bay area of 
  the station. These forces include the majority of the unit’s 
  mainline troopers. As appropriate, he orders them to don their 
  void suits or at least their respirators. They are to construct 
  temporary cover, and then make certain to tie themselves 
  off to structural elements. He recognises the danger that 
  countless interweaving cables could present, but after prior 
  losses the commander is more concerned about explosive 
  decompression. These soldiers are to hold the area until 
  reinforcements arrive. They must keep the area from 
  coming to harm, so that the remaining members of the 
  regiment can safely land upon the station.
  Counter 
  Attack
  “Do not bandy words with the traitor. For, in hearing, you risk 
  opening your mind to his perversions. Heed only the words of the 
  Emperor and his servants.”
  –Commissar Bernadine Tophinke
  T
  his scene covers a brief, but intensely focused period 
  of time. Imperial forces have seized control of one 
  of the star fort’s docking arms. They can use that 
  secure location to land additional forces, without those 
  units having to come under fire from the massive weapons 
  of Lycurgos. Those units could be enough to finally turn the 
  tide, letting the Imperium eliminate the secessionist threat 
  on the station. A clear victory here could be enough to 
  turn the tide against the Severan Dominate throughout the 
  Spinward Front, for the loss of the star fort could cause the 
  planet below to fall. Without those resources, a downward 
  spiral towards doom seems inevitable.
  The secessionists recognise the danger they face, and 
  realise that they must recapture those weapons at all cost. By 
  rallying their reserves throughout the station, they launch an 
  all out assault to cleanse the docking bay arm, and retake 
  its weapons. If they can regain control of the ordnance in 
  time, these could be used to substantially thin the incoming 
  Imperial Navy shuttles. Additional forces could then be 
  scrambled to hold off those who managed to land. 
  This is an act of desperation for the secessionists. General 
  Constantine—the Severan Dominate commander of the entire 
  system—prepares to assemble the troops and oversee the 
  battle directly. He recognises that this is not the absolute last 
  chance for victory—that battle lays at the heart of the station. 
  A triumph here, however, could be enough to save thousands 
  of lives among the secessionists and avoid a desperate last 
  stand. He feels forced to make a concerted effort to retake the 
  arm. His only restriction is that he cannot leave other portions 
  of the station unsecured. If he were to move soldiers from the 
  other docking arms, then the Imperial reserves might be able 
  to divert, making landing at either of those instead.
  Because victory is so crucial, the General prepares several 
  different tactics. These are executed in a near simultaneous 
  fashion by a variety of different units. Each poses a significant 
  threat to the forces aboard the station, as well as those en 
  route. Imperial forces must overcome all of these new attacks 
  to hold their position. Player Characters may encounter some 
  or all of these threats, based upon their disposition and the 
  Game Master’s preference.
  deFenSive poSture
  All of the enemy actions are based upon their knowledge 
  of the defensive positions taken up by the Imperial Guard. 
  This section briefly summarises how NPC Imperial Guard 
  officers are most likely to set up the perimeter. Game Masters 
  can choose to modify the tactical approach to better fit the 
  personality of the commanding officer. Alternatively, if the 
   
  
  42
  I: The Beachhead
  soldiers to actively avoid engaging the foe. They are to 
  take direct action only against isolated soldiers. Even then, 
  they must be confident that no one will detect the attacks. 
  The squad’s precise actions are a reaction to the defensive 
  measures that the Imperial Guard have established in the 
  docking bay arm. 
  The secessionist’s first move is to secure enemy uniforms 
  and equipment. The infiltrators have no difficulty in 
  obtaining these regardless of the history and tradition of the 
  Player Characters’ regiment or the severity of previous losses. 
  If the guardsmen have left a trail of bodies extending back 
  to the collapsed docking arm, then obtaining blood-stained 
  uniforms is trivially easy. Likewise, even if the regiment has 
  a proud tradition of proper funereal rites, there have been 
  far too many losses during the course of the incursion for 
  the regiment to have policed them all. The duty of preparing 
  the bodies for a last service might even have already been 
  undertaken and regiment confessors could have incinerated 
  bodies and uniforms or launched them from airlocks at the 
  same time as other guardsmen prepared the defences. Yet, 
  despite this all, a handful of prisoners or casualties must 
  have slipped their notice, for the infiltrators have acquired 
  convincing disguises regardless. 
  By this stage of the adventure many members of the 
  Player Characters’ regiment have suffered superficial wounds. 
  Damaged uniforms and field dressings can easily conceal 
  the fact that their outfits were scavenged from the dead. A 
  significant complication is that the Severan Dominate soldiers 
  The remaining third of the forces include the most 
  mobile members of the company. This should include any 
  transports, higher speed tanks, and mounted units. They 
  are stationed at the docking arm’s midpoint. When the 
  enemy assaults, they are expected to respond to the point 
  of greatest threat. The commanding officer intends to be 
  very conservative in sending a response. He is afraid that 
  an initial assault could be a feint, designed to draw his 
  reserves away from their station. As a consequence, he is 
  likely to only send out the full reserve unit once either of 
  the defensive groups has suffered serious casualties.
  THE SCOUTS
   As soon as he recognised the monitoring systems were out 
  of service, Constantine took action. He dispatched a ten-
  member squad of Severan Dominate soldiers (see page 120) 
  with orders to scout out the Imperial positions and report 
  back. He also instructed the squad to avoid direct conflict. 
  Blending into the enemy forces and obtaining intelligence 
  information is a far higher priority than actually attacking 
  the foe. Due to time constraints, he gave the squad two hours 
  to scout the arm and report back, limiting their ability to be 
  thorough, but still presenting an opportunity for Constantine 
  to choose his strategy appropriately.
  The sergeant leading the squad makes it a point to consider 
  stealth their highest priority. He believes that if discovered, 
  violence is unlikely to solve any issues. He has ordered his 
   
  
  43
  I: The Beachhead
  Very reluctantly, the General decides at the last minute to 
  remain within the station’s central core rather than leading 
  the expedition into the docking arm. This decision only 
  comes when one of his advisors points out that the collision 
  with the cruiser has damaged the station to such a degree 
  that the structural integrity of the peripheral corridors could 
  collapse at any moment, evacuating all of the air into the 
  void. The general reluctantly proclaimed that his life was 
  too critical to the military effort to risk. He decided to 
  remain at the rear and coordinate the advance via the vox 
  network. A servo skull accompanies the secessionist officer 
  commanding the counter strike, and the general nervously 
  watches its feed. As new information becomes available, 
  the general provides a constant stream of largely unwanted 
  advice to the field commander.
  General Constantine has secured a Stormlord super-heavy 
  tank (see page 135) from the star fort’s manufactorums to 
  lead the assault. The massive tank can scarcely fit down 
  the docking arm’s broad corridors. Its crew are also poorly 
  trained in its usage, suffering a –10 penalty to all Tests. In 
  spite of both of those factors, its impressive armour and 
  broad range of weapons presents a powerful threat to the 
  Imperial forces. Its huge scale is also large enough that it 
  can blithely ignore tank traps, crushing them instead of 
  becoming entrapped upon them. 
  Two full companies of Severan Dominate soldiers form 
  the core of the general’s counter strike. This numbers roughly 
  600 soldiers, broken down into ten-man squads. Each squad 
  includes two soldiers assigned to work as a heavy weapon 
  team and one soldier equipped with a special weapon. The 
  soldiers advance behind the Stormlord. Whenever possible, 
  they move onto gantries and catwalks, attempting to rain 
  fire down upon the Imperial Guard forces from a raised 
  firing position. 
  Finally, four support vehicles are attached to the 
  companies. These are used at the discretion of the 
  Severan field commander under General Constantine’s 
  advice. During the advance, they are initially 
  interspersed with the foot soldiers. As tactics and 
  are not familiar with the complexities of donning a foreign 
  regiment’s uniforms. Buttons are almost certainly incorrectly 
  hooked, knots improperly tied, and pins worn inverted. A 
  Player Character who notices one of the scouts, recognises 
  the uniform issues on a Routine (+10) Awareness Test. 
  To enter the docking bay arm, the scouts must pass by 
  Imperial soldiers stationed to defend its base. If they can 
  secure Imperial uniforms prior to entry, this job becomes far 
  more feasible. A cover story that they were sent on patrol or 
  separated during the advance is readily believable. Without 
  an appropriate disguise, it is obviously far harder for them 
  to blend in. This portion of the star fort does not maintain a 
  day-night cycle. The lights in the passages always keep the 
  area brightly lit. 
  Depending upon their assigned responsibilities within 
  the docking arm, the Player Characters could directly 
  encounter the scouts, or they might have no interaction at 
  all. If they capture them, they might be directly involved 
  in an interrogation effort, or they could simply turn the 
  secessionists over to a superior officer. Questioning the scouts 
  offers little information about the current Severan Dominate 
  plan. The scouts can reveal General Constantine’s name. They 
  can also reluctantly admit that they believe they were the only 
  scouts sent to investigate the defences. They are certain that 
  the general plans to press an attack as soon as possible, but 
  they do not know the nature of the attack. Beyond that, they 
  only know that their forces have a sizeable contingent of both 
  foot soldiers and vehicles. They lack the clearance to gather 
  an accurate count of the total assets, yet their observations can 
  provide useful information.
  THE BIG PUSH
  General Constantine is impatient to begin his assault against 
  the remaining guardsmen. He wants to exterminate the 
  Imperial presence so that the star fort can once more be a 
  bastion of the Severan Dominate. Waiting for his scouts to 
  report sorely tries his patience. If the deadline for their return 
  passes without any intelligence, he begins the process of 
  marshalling his forces. Without detailed information about 
  the enemy forces, the General assembles a relatively diverse 
  task force. His intent is to be able to overcome most resistance 
  efforts. If the scouts did manage to survive and report back 
  quickly, Game Masters are encouraged to adapt Constantine’s 
  troop selections to more effectively oppose the Imperial 
  Guard’s structure. Weapons and support vehicles could play 
  key factors in revisions to the general’s force. 
  Even without obtaining information from the scouts, 
  the secessionists do have some general ideas about their 
  opponent’s force composition. Essentially, they recognise if 
  their prey are largely foot soldiers, mechanised forces, or an 
  armoured company. The general, however, lacks the ability to 
  fully vary his troop composition. He has limited resources that 
  he can bring to bear on this engagement without sacrificing 
  his defences in other portions of Lycurgos. Consequently, his 
  only concession to the different types of Imperial Guard is 
  a tweak to the weapons carried by his foot soldiers (see the 
  Secessionist Weapon Choices sidebar).
  SeceSSioniSt WeApon choiceS
  General Constantine reassigns special weapons and heavy 
  weapons to his foot soldiers based upon the expected 
  types of resistance. His selections are as follows:
  • Against foot soldiers, each squad’s special weapon is a
  flamer. Its heavy weapon is a heavy flamer. All soldiers 
  are issued an additional pair of frag grenades. Support 
  vehicles are Hellhound Flame Tanks.
  • Against mounted forces, each squad’s special
  weapon is a grenade launcher. Its heavy weapon is 
  an autocannon. All soldiers are issued an additional 
  pair of krak grenades. Support vehicles are Sentinel 
  Scout Walkers, equipped with lascannons.
  • Against tank companies, each squad’s special
  weapon is a melta gun. Its heavy weapon is a missile 
  launcher. All soldiers are issued krak grenades. 
  Support vehicles are Devil Dog Melta Tanks.
   
  
  44
  I: The Beachhead
  FORWARD ELEMENTS
  At the same time as General Constantine launches his assault 
  against the station’s terminus, he also launches a secondary 
  attack. This one depends upon guile and stealth rather than 
  the brute force of a super-heavy tank. The general dipped into 
  the station’s supply of void suits as part of a desperate gamble 
  to regain control of the docking arm’s weapons. His available 
  Tech-Priests quickly gave a hurried and rudimentary course 
  on their use to ten squads of Severan Dominate soldiers. 
  These soldiers were then sent onto the station’s external 
  surface with maps identifying the locations of the station’s 
  airlocks as well as the weapon emplacements. No heavy or 
  special weapons were assigned to these squads. Their orders 
  were to take one of the emplacements and defend it for as 
  long as they can against the Imperial Guard, firing it against 
  the oncoming Imperial landers all the while.
  The plan is a desperate gamble. The Severan troopers are 
  only poorly trained in using void suits. Navigating on the 
  station’s surface is challenging for those who are competent 
  in the use of magnetic grapples. With minimal training, it is 
  a confounding task. Between damages and any traps that the 
  Void Shrikes might have set, the Severan soldiers could face 
  an overwhelming amount of resistance. Their best hope for 
  success is only if the Player Characters have made the specific 
  choice to keep all of their soldiers within the station’s confines.
   Of course, even if the Severan Dominate soldiers manage 
  to re-enter the star fort, they have little chance of their mission 
  being a complete success. By default, guardsmen are deployed 
  at the entrances to each of the weapons firing stations. The 
  secessionists have no practical opportunity to deceive these 
  soldiers. Instead, they must overwhelm them, and then try to 
  retake the intact weapon system. Even if they manage this feat, 
  the soldiers have very little familiarity with the process of firing 
  and aiming the targeting systems for a macro cannon. 
  Finally, the act of firing those weapons is extraordinarily 
  loud. Anyone located in the docking bay arm can easily overhear 
  the sound of a defensive weapon firing. Many members of the 
  regiment expect that the weapons fire came at Imperial orders. 
  Those who succeed at a Challenging (+0) Awareness Test 
  recognise that there are not supposed to be any secessionist 
  craft within the range and firing arc of the macro cannons. If 
  they are firing, then the Imperial landers are endangered.
  By default, the Severan Dominate platoon successfully 
  retakes a single weapon station only to find they are unable to 
  fire the weapon, due to their own ignorance as to how they 
  are operated. Coercing the terrified weapon crews, the platoon 
  does manage to unleash a few volleys from the station’s 
  macro cannon. These destroy nearly a dozen Imperial Navy 
  landers, killing thousands of relatively defenceless Imperial 
  Guard, which amounts to around ten percent of the regiment. 
  Eventually, reinforcements within the docking arm respond 
  to the noises and eliminate the enemy troops. Over the course 
  of the brief engagement, the control system for the weapon is 
  destroyed, along with the infiltrators.
  Player Characters can directly influence this outcome if they 
  are assigned to guard a weapons station, are part of the reserve 
  contingent, or have overall command of the Imperial Guard 
  forces. From a command perspective, the situation is most likely 
  space permit, the lighter vehicles may move to flank the 
  Stormlord, providing crossfire with its weapons. 
  The Severan field commander’s strategic decisions are 
  best resolved as Opposed Battlefield Awareness Tests. The 
  General’s remote advice serves as more of a distracting 
  hindrance than an actual asset. Consequently, the secessionist 
  commander receives no bonus to any of these Tests. 
  The outcome of this battle is subject to the Player 
  Characters’ role in the conflict. By default, the attack is 
  highly successful against the Imperial Guardsmen stationed 
  at the base of the docking arm. The Stormlord’s broad range 
  of weapons inflicts heavy casualties. Its massive armour likely 
  proves nearly impenetrable to the weapons of the guardsmen 
  present. The Guardsmen should only manage to overcome 
  the super-heavy tank after the entire reserve is redeployed 
  from the arm’s midpoint. Should it be brought down, the 
  enemy morale is quickly depleted, and the remaining soldiers 
  crumble, fleeing in terror. 
  This default outcome is severe for the Player Characters’ 
  company, as they do lose more than a third of their forces. In 
  spite of this, they ultimately remain victorious. The general’s 
  counter attack constitutes a failure, and the Severan Dominate 
  must retreat to the central core of the star fort. 
  Player Characters may modify this outcome by taking 
  direct actions or more effectively coordinating the defensive 
  effort. Game Masters should use a combination of Battlefield 
  Awareness and Manoeuvre Tests to indicate the effective 
  placement of troops and their ability to follow orders. If the 
  Player Characters have a great deal of success in this, they 
  can disable the Stormlord far more quickly, and may even be 
  able to compromise secessionist morale even sooner. Every 
  Degree of Success achieved on a properly executed Battlefield 
  Manoeuvre Test reduces the total Imperial casualties by five 
  percent from the default of thirty-five percent. Each Degree of 
  Failure increases the casualties by an additional five percent. 
  If this raises the casualty level to more than fifty percent, the 
  secessionists succeed in retaking the docking arm. Over the 
  course of the combat, the Player Characters may attempt 
  three such Tests.
  If the Player Characters took a direct hand in coordinating 
  the defences, they might have installed additional 
  obstructions to the secessionists’ advance. Possibilities could 
  include traps, but might also have included further defensive 
  structures. Game Masters must take such modifications into 
  account when calculating the difficulty for Battlefield 
  Manoeuvre Tests.
   
  
  45
  I: The Beachhead
  SCRAMBLED FIGHTERS
  With his assault blunted, General Constantine only has one 
  remaining option if he is to eliminate the incoming fleet of 
  Imperial Navy landers: he moves to scramble every available 
  wing of fighter craft. Even if the star fort’s weapons cannot 
  be brought to bear on the landers, the smaller ships still pose 
  an effective threat to the landers. 
  In fairness, Imperial Navy officers were cognizant 
  that the star fort was certain to include several wings of 
  fighter craft. They recognised the potential for this type of 
  threat, and so have launched their own fighters to escort 
  the landers to the docking bay. The issue, however, is that 
  they grossly underestimated the number of fighter craft in 
  the imminent engagement. Best estimates had previously 
  placed the available fighters in the range of ten to twenty 
  small craft. In reality, the Severan Dominate launched more 
  than 100 fighters. Their pilots are not particularly skilled or 
  experienced in space combat, but the numerical advantage 
  more than offsets the ability gap.
  If the fighters are not stopped, they can exploit their 
  advantage to inflict significant damage upon the Imperial 
  forces. Specifically, without some degree of intervention from 
  the Guardsmen aboard the star fort, the regiment suffers 
  twenty percent casualties, as the secessionist fighters eliminate 
  the sluggish landers. In the process, more than a quarter 
  of the fighters are also destroyed. Of course, each fighter 
  holds a single pilot, while each lander holds hundreds of 
  Imperial Guard. The ratio in terms of trained soldiers is 
  hardly comparable.
  to change if the officers choose not to deploy a segment of 
  their forces to defend the weapons stations. Without defenders, 
  far more of the Severan Dominate soldiers can successfully 
  retake the combat stations. The increased level of fire is enough 
  to seriously blunt the Imperial Guard assault. The remaining 
  portions of the regiment suffer near 90 percent losses. This 
  leaves the Imperial Guard with insufficient forces to capture 
  either Lycurgos or the planet below. The Imperial Navy prepare 
  to evacuate the system until another attempt can be made, 
  leaving the Player Characters stranded aboard the star fort.
  Conversely, any increase in the number of soldiers 
  stationed to watch the weapon stations, airlocks, or exterior 
  surface of the star fort is adequate to completely blunt the 
  external attack. If the Player Characters have the authority to 
  commit additional forces to this effort, their presence manages 
  to preserve the lives of thousands of their brethren. With this 
  approach, the only casualties that the reinforcements suffer 
  come from the fighter craft launched against their landers.
  If the Player Characters were assigned guard duty, then they 
  may fight their counterparts in a traditional encounter. These 
  soldiers initially attempt to make a stealthy assault upon the 
  weapons emplacement. Their efforts are certainly made more 
  challenging by the need to pass through the airlock, and the 
  fact that their uniforms are quite distinctive from those worn 
  by the Imperial forces. In order to detect the attack, Player 
  Characters may make an Opposed Routine (+10) Awareness 
  Test against the Severan troopers’ Stealth Skill. If the Players 
  Characters should fail, they are Surprised for the first Round 
  of combat. Otherwise, combat proceeds normally. The Severan 
  soldiers try to move close and overcome their foes as quickly 
  and quietly as possible. They realise that any loud noises are 
  likely to draw further Imperial attention to the area, reducing 
  their ability to fire the star fort’s massive weapons. Conversely, 
  the Guardsmen have the option of making additional noise so 
  as to attract the attention of their reinforcements.
  Similarly, if the Guardsmen were stationed among the 
  reserve unit, they may overhear and respond to a Severan 
  Dominate assault early enough to prevent one of the star fort’s 
  weapons from being put into use. Noticing the intruders at an 
  early enough stage to intervene requires success on a Difficult 
  (–10) Opposed Awareness Test. If they succeed, they hear 
  the sound of the airlock cycling, or the tread of magnetic boot 
  steps on the outer surface of the star fort. This provides ample 
  time for the Imperial units to reinforce the guards stationed 
  at each of the weapons. Once more, overcoming the Severan 
  Dominate soldiers can be a straightforward battle. Of course, 
  if the Imperial Guard dispatches more than a squad to each 
  of the weapon stations, then the overwhelming numbers of 
  Severan Dominate troops are less likely to overwhelm those 
  on guard duty.
  If the Player Characters are in a position to notice the 
  presence of the Severan troopers, each Degree of Success on 
  an opposed Test provides earlier warning of the attack. If 
  any of the squad members have the foresight to warn units 
  guarding all of the weapons stations, the warning provides 
  the soldiers with a significant advantage. With four Degrees 
  of Success on the Test and a broadly announced warning, 
  Imperial forces can repel the attack without suffering serious 
  casualties, or damage to the star fort’s weapons.
   
  
  46
  I: The Beachhead
  Hard (–30) Ballistic Skill Test utilising the weapon they 
  are currently manning. This Ballistic Skill Test is modified by 
  any bonuses and penalties provided by equipment, Talents, 
  and Traits the Player Characters might possess. If Player 
  Characters succeed on this Test, they disable a single enemy 
  fighter and take it out of the fight. While this is an inefficient 
  method, the Player Characters can repeat this so long as the 
  landing action persists. 
   A final option is to try to use the star fort’s own weapons 
  to eliminate the fighters. This requires effective use of 
  the ordnance and the macro cannons, but it also requires 
  communication with the oncoming Imperial Navy landers. 
  If the Guardsmen can persuade the landers to alter their 
  course, the Severan Dominate fighters can be tricked into 
  flying directly through the firing arcs of the docking arm’s 
  weapons. A single volley fired simultaneously from several 
  of the arm’s macro cannons should be adequate to inflict 
  significant casualties upon the fighter wing. Firing without 
  first establishing communications is far more dangerous for 
  the Imperial craft. They would certainly be caught within the 
  weapon’s firing arc, inflicting damage upon both the enemy 
  and the allied forces. 
  Successfully enacting any of these strategies is enough 
  to effectively eliminate the threat posed by the fighter 
  squadron. Game Masters can, at their discretion, work 
  with some other strategy that the Player Characters might 
  propose and implement. Ultimately, the biggest concern with 
  another tactic is the chance of success and the likelihood 
  of it deterring the enemy fighters from completing their 
  run. Keep in mind that the Severan Dominate pilots are not 
  particularly well trained, and can easily be dissuaded from 
  engaging in a protracted space battle.
  The Imperial Guard troops aboard the station are not pilots. 
  At first blush, it seems there is little they can do to aid their 
  brethren aboard the transports. However, they do have a few 
  possible tactics available. Unless the Imperial Guard recognise 
  the imminent threat, all of these options are moot. Identifying 
  the entanglement can happen through one of two possibilities. 
  If the company’s communications officer is listening in on the 
  star fort’s command frequency, he can overhear the order to 
  launch the fighter squadrons. Alternatively, if the Void Shrikes 
  are deployed to the star fort’s exterior, they can see the unusually 
  large launch of fighter wings. Unless the Player Characters have 
  specifically countermanded attempts at intelligence gathering 
  or assigned the Void Shrikes to duty elsewhere, both of these 
  methods can work. 
  One possible strategy to draw off the attack is to attempt 
  to relay false orders to the enemy squadron. This requires 
  that the communications officer has secured the proper 
  frequencies and encryption. Considering that the Imperial 
  Guard and Severan Dominate forces use identical equipment 
  and very similar protocols, capturing that information is 
  actually quite likely. In fact, it is safe to assume that a member 
  of the command staff has already acquired this information 
  for intelligence gathering purposes. Redirecting the squadron 
  already in flight is more challenging. A Player Character must 
  succeed at a Hard (–20) Opposed Deceive Test. Should 
  they succeed, the squadron aborts its flight long enough to 
  permit the Imperial Guard forces to land.
   Alternatively, the Guardsmen could scramble additional 
  forces to the star fort’s exterior surface. Quick and decisive 
  action would enable them to fire heavy weapons on the 
  fighters as they launched and made their way towards the 
  incoming Imperial Navy landers. Of course, not all weapons 
  would be well suited for making such an attack. Lascannons 
  and autocannons are really the best option. If the company 
  has only a limited number of those weapons, this may not 
  be an effective strategy. Game statistics for the fighters 
  are not provided. If the Player Characters wish to 
  attack the enemy craft, they must make a Very 
   
  
  47
  I: The Beachhead
  THE ARRIVAL PROCESS
  Transporting the remainder of the regiment to the star fort 
  is a massive and time-consuming undertaking. Each of the 
  landers can only carry a few hundred infantrymen or far 
  fewer vehicles, as appropriate. Because the landers can only 
  dock instead of entering a proper hangar, all forces must 
  disembark through narrow airlocks. Even under the strict 
  supervision of the regiment’s officers and commissars, this is 
  a tedious process. With hundreds of landers transporting tens 
  of thousands of troops and vehicles, the full transfer requires 
  a great deal of time indeed.
  The secessionists can hardly afford to sit idle as thousands 
  of additional Imperial Guardsmen pour into the still-
  contested station. Consequently, they attempt to harry the 
  landers waiting their turn to dock. The relative success of this 
  action is strongly dependent upon how well the company 
  fared against the Severan Dominate fighters in the previous 
  scene. If the majority were destroyed, then few survive to 
  damage the landers. Otherwise, the Guardsmen must take 
  action to aid in the defence of the landers. 
   At such short range, the star fort’s weapon emplacements 
  are no longer useful. It is essentially impossible to target 
  the fighters without inflicting massive collateral damage. 
  Lascannons are the best option, as soldiers wearing void 
  suits can fire them from the star fort’s exterior surface. 
  Alternatively, the Guardsmen could coordinate with 
  Imperial Navy fighters to try and bait the secessionist craft 
  into carefully coordinated hails of fire. 
  The largest risk in such an engagement is actually for the 
  soldiers still aboard the landers, rather than those engaging the 
  fighters. Neither the Severan Dominate nor the Imperial Navy 
  pilots are willing to fire upon the star fort. Guardsmen firing 
  from that position have little reason to fear any immediate 
  repercussions for their actions. However, the secessionists do 
  begin to angle their attacks so that some of the landers still 
  waiting to dock block line of sight from the station. After the 
  first few fighters are lost, the Player Characters must either 
  cease their attacks or risk hitting an allied craft. Further shifts 
  in strategy might become necessary. This should involve a bit 
  of a back and forth, tallying up losses to both fighters and 
  transports in the process.
  The secessionist fighters do not yield the attack easily. 
  There are at least forty enemy craft involved in the dogfight—
  more if the Player Characters were not able to destroy any 
  fighters during Scrambled Fighters (see page 45). They 
  continue to press until the Imperial fighters—who have thirty 
  craft at the start of the fight—outnumber them, or until they 
  lose numerous craft in an unduly short period of time. If the 
  Player Characters manage to shoot down three fighter craft 
  in a single turn, that provides adequate motivation for the 
  secessionist fighters to flee the combat.
  With the fighters dispersed, some of the landers—
  those carrying troops and man-portable wargear—begin 
  to travel down the docking bay arm to ancillary airlocks. 
  This increases the rate at which the shuttles can dock 
  and disembark passengers. The use of these airlocks 
  significantly reduces the time required to deliver the 
  entire regiment to the star fort. 
  NOTABLE CHARACTERS
  The following NPC plays an important role as the characters 
  attempt to hold the docking arm against the oncoming 
  Severan Dominate soldiers.
  LieutenAnt SAvA niKiShin
  The lieutenant is anxious to incorporate the Void Shrikes 
  and their unusual techniques into the defensive plans. 
  He approaches the entire process from a non-traditional 
  perspective. Some of his ideas may seem absurd to a more 
  traditional tactician, while others offer useful ideas. Options 
  could include deliberately planting demo charges to trigger 
  explosive decompression as needed, deploying some of the 
  Void Shrikes onto the arm’s exterior surface, or even flying 
  landing craft loaded with explosives into the midst of the 
  enemy fighters. The lieutenant is earnest and sincere in his 
  advice. Those who laugh off his suggestions earn his ire. 
  Reinforcements 
  Arrive
  “The foes of the Imperium are legion, but so too are the Emperor’s 
  adherents. Those who persevere in their faith shall ever receive 
  succour from Him and His followers.”
  –Chaplain Vladislaw Bingham, Vostroyan 12th Regiment
  I
  f the Guardsmen have succeeded in repelling the Severan 
  Dominate attacks, then the Imperial reserves eventually 
  manage to dock with the external hatches present in the 
  docking arm. The total number of soldiers and equipment that 
  arrives is based upon the overall size of the Player Characters’ 
  regiment. This should include at least one additional company, 
  but it could easily include several. The key factor is that the 
  number of units that arrive in this wave increases the total 
  number of Imperial forces upon the station substantially. 
  The arrival of the reserves offers a brief respite for the 
  Guardsmen. They have successfully completed their assigned 
  mission to secure a landing zone. This does not complete 
  their overall assignment within the theatre of war, but it 
  does at least present them an opportunity to resupply. If the 
  characters have a leadership role—or if they were forced into 
  one because of casualties—their superior officers will need to 
  debrief them. Reports must be filed, mission assignment gear 
  must be returned and performance evaluations for exceptional 
  courage or wanton cowardice may be necessary. 
   
  
  48
  I: The Beachhead
  The regiment spends this time consolidating its forces and 
  securing the territory already covered. Perimeter fortifications 
  are constructed and the numbers of guardsmen stationed to 
  hold each point are initially doubled and then increased 
  further as more units become available. Tech-Priest 
  Enginseers are assigned to commune with the star fort’s 
  systems. They work to make certain that they have 
  full control of the machines that are resident within 
  the docking bay arm. This averts the danger of 
  any additional traps or larger-scale actions that 
  the star fort’s resident adepts might take to 
  eliminate the intruders en masse.
  All of the relieved soldiers are assigned 
  billets within the docking bay arm. They use 
  the habs that had been previously designated 
  for the star fort’s menial workers. The rooms 
  are cramped and dirty, but not appreciably worse 
  than the living quarters the company had aboard 
  Vox Belli. After hours of intense fighting, the 
  characters may enjoy a short reprieve and 
  rest prior to their debriefing. Give the Player 
  Characters the choice to sleep, eat, or clean 
  their gear, and then explain that they have a 
  few hours to do so. At the same time, they 
  must remain prepared to respond to any 
  threat or a summons from a superior officer. 
  Debriefing is certain to come soon, unless an 
  enemy attack comes first. 
  MISSION 
  DEBRIEFING
  By the time the Player Characters are 
  summoned from their billets, a functional 
  Imperial Guard depot has begun to take 
  shape. The remainder of the regiment 
  has arrived, and the landers have begun 
  their return trip back to the Imperial 
  Navy vessels. Much of the arm’s storage 
  facilities have been moved, with the 
  contents dumped through airlocks into the void. The newly 
  emptied space has been used to designate an armoury, an 
  infirmary, a mess, and a vehicle depot. Guardsmen have 
  worked hard to construct habs and chambers for briefing 
  rooms. Company and regimental commanders even have 
  assigned offices. 
  The presence of the Void Shrikes creates an unusual 
  dynamic in the encampment. Even with their newly arrived 
  company, they still make up a comparatively small portion 
  of the total number of Imperial soldiers assigned to the base. 
  Because of this, the two regiments have chosen to share 
  facilities. Each facility has two ranking officers, one from the 
  Player Characters’ regiment and another from the Vostroyans. 
  In the interests of efficiency, the officers at most of the 
  locations seem to be cooperating and sharing their burdens. 
  In the wake of the fighting, a spirit of camaraderie has begun 
  to grow between the two regiments. For the moment, the 
  respective Commissars have not interfered, but this could 
  change once the intense fighting resumes.
  Surprisingly, the Severan Dominate forces do 
  not press a ground assault at this time. With the 
  losses sustained in the previous engagement, 
  they are not currently prepared to try 
  another attack on the docking bay 
  arm. Instead, reinforcements 
  are sent to the other two 
  docking arms to secure 
  them against any secondary 
  invasion attempts. Similarly, 
  forces from the station’s core 
  are moved into the region 
  closest to the captured 
  docking bay. This is meant 
  to be a countermeasure 
  against any unexpected 
  Imperial advance.
  The regiment’s overall 
  commander arrives aboard 
  one of the first few shuttles 
  to dock. With his arrival, 
  the company commanders 
  are relieved of command. 
  One of the commander’s 
  adjutants takes charge of the 
  defence, as the two officers gather with 
  Lieutenant Nikishin of the Void Shrikes to 
  discuss the current situation in depth. Within 
  a few moments, another shuttle arrives, 
  carrying company commander Grigory 
  Kulikov (see page 130). As the commander 
  of the Void Shrike companies in the system, 
  he joins in the meeting with the other 
  commanding officers.
  Shortly after that meeting begins, 
  the newly arrived Imperial Guard forces are 
  dispatched to relieve the squads that are currently on 
  watch. In relatively short order, all of the guardsmen that 
  participated in capturing the landing zone are sent back to 
  the docking bay area. New arrivals continue to pour past, 
  carrying additional supplies and hurrying to newly assigned 
  duty stations. 
  Depending upon their role within the company, the Player 
  Characters may have an opportunity for respite, or they may 
  be tied up in meetings for several hours. If they are company 
  commanders, the regimental commander needs a thorough 
  status update immediately, see Mission Debriefing, below. 
  Otherwise, their responsibility for the moment is to make sure 
  that any soldiers under their authority are relieved of duty. 
  Once that has been accomplished, they are also temporarily 
  relieved.
   
  
  49
  I: The Beachhead
  If the characters hold command over a platoon, their 
  commander would be the commanding officer for the 
  company. Unlike the Player Characters, he has not had 
  an opportunity to rest. Instead, he meets with the squad 
  immediately after completing his own debriefing before the 
  regimental commander. His meeting was not a disaster, but 
  it hardly went well, leaving the commander in a foul mood. 
  He demands a careful and concise recounting—both verbal 
  and written—of every action the company took, how every 
  loss was sustained, and the status of all of their wargear. Any 
  equipment lost must be explained in detail through paperwork 
  submitted to him as well as to the supply officer. Only once 
  that has been completed can their mission assignment gear 
  be returned to the supply depot. Player Characters achieving 
  success on a Difficult (–10) Opposed Charm Test can 
  reduce the demands to a manageable level. Should they 
  fail, the Player Characters are expected to fulfil all of these 
  requests. With three or more Degrees of Failure, he waits for 
  the reports, and then takes personal issue with their actions. 
  He demotes the squad to command of a single platoon.
  Any further down the chain of command, the debriefing is 
  essentially the same. The squad meets with the lieutenant, who 
  has recently completed an interview with his commanding 
  officer. He had an opportunity to rest briefly after the reserves 
  arrived, but he is hardly well rested. It should be clear that his 
  last meeting was a frustrating and exhausting one. Depending 
  upon his relationship with the Player Characters, he might 
  choose to take some of his frustration out on them, or he 
  could be more merciful. This should be consistent with their 
  previous interactions. The majority of his questions focus 
  upon their trip from Vox Belli’s launch bay through to the 
  time the vessel exploded. He wants to know if they recall any 
  rumours from the Imperial Navy crew members about why the 
  captain chose to sacrifice the vessel. The combination of its 
  loss and the damage it inflicted upon the star fort seem to be 
  his largest concern. If there were any other incidents that led 
  to a significant loss of resources within the squad or platoon, 
  the lieutenant also focuses on these. If the Player Characters 
  were clearly guilty of negligence or incompetence, they need 
  to scramble to come up with a reasonable explanation to 
  justify their actions. This can be accomplished through an 
  appropriate Interaction Skill Test. The skill involved must be 
  adjusted based upon the tactics used in the debriefing and 
  their relationship with the lieutenant, though the Test is at a 
  Hard (–20) Difficulty.
  Once the characters have answered all of their commanding 
  officers’ questions to the best of their ability, they are expected 
  to return their mission assignment gear to the supply officer. 
  Somehow, Supply Officer Gaspar survived the explosion and 
  the ensuing series of battles. She is very concerned about 
  her precious goods, as she lost so much of her stores aboard 
  the cruiser and is focused on seeing as much equipment as 
  possible restored quickly to the company’s supplies.
  At this point, the characters are summoned to meet with 
  their commanding officer. If they have charge of the company, 
  that is the regimental commander. He meets with them at the 
  moment of his arrival, seeking an update about the current 
  situation. His primary concern regards the losses that the 
  company sustained during the battles. While he is glad to see 
  that the mission was a success, he needs a detailed accounting. 
  Even though a significant portion of those losses were due to 
  the detonation of the Vox Belli, the losses suffered are most 
  likely to have reached an unacceptable level. He is concerned 
  both with the fact that the company may be crippled and 
  that the station also lost one of its docking arms, when orders 
  called for capturing the station intact. This should be a tense 
  discussion, even if the commander is on relatively good terms 
  with the Player Characters. He initially believes that the 
  situation arose from a series of poor decisions, and must be 
  convinced that this was not the case. Allow the Guardsmen 
  to present their case, and then make a Challenging (+0) 
  Opposed Charm Test. Game Masters are encouraged to 
  modify the difficulty based upon how well the questions were 
  answered, as well as the relationship the Player Characters 
  might have with the regimental commander. Should they 
  succeed, he is pleased with their response and accepts it at 
  face value. Should they fail, he demands a more detailed 
  accounting as soon as possible. With three or more Degrees 
  of Failure, he finds the officers in question personally guilty 
  of gross negligence and incompetence. He remands them to a 
  commissar for further questioning.
   
  
  50
  I: The Beachhead
  Depending upon their role in the various battles, the Player 
  Characters had opportunities to commit acts of tremendous 
  heroism. If they did so, then their commanding officer could 
  have recognised the potential of leadership. With the serious 
  casualties that the company suffered, it is very possible that it 
  could either be disbanded—its members transferred to other 
  units—or that supplementary forces could be rolled into the 
  regiment. As recognition for their actions, this reorganisation 
  could present an opportunity for promotion. At the Game 
  Master’s discretion, the Player Characters may be shifted up 
  to a higher level of authority within the company. This could 
  mean leadership of a platoon or an entire company. Unless 
  their company commander was slain in the battles aboard 
  Lycurgos, it is very unlikely that they would be promoted to 
  that level of authority.
  experience And LogiSticS
  If the Game Master is offering experience rewards at the 
  completion of each chapter, rather than at the end of each 
  session, the rewards are as follows. For surviving the incursion, 
  each character receives an award of 1,000 xp. If they were 
  able to successfully defend the reserve landers from coming 
  under significant enemy fighter attack, they receive a bonus 
  of 150 xp. For each conflict that they successfully overcame 
  during the invasion of the star fort, the characters receive an 
  additional 100 xp. At the Game Master’s discretion, he can 
  reduce these rewards if the characters suffered substantial 
  losses to their company during the course of any of these 
  encounters. At his discretion, the Game Master can also issue 
  bonus awards for exceptional roleplaying throughout the 
  chapter, but these should not exceed 500 xp in total
  If the Player Characters deliberately focused on rescuing 
  supplies from either Vox Belli or the damaged docking bay 
  arm, the company certainly expended the additional supplies 
  during its ongoing battles. These likely played a critical role 
  in their continued mission success. Their comrades within the 
  company recognise this, including the supply officers. They 
  receive a +5 bonus to their Logistics Rating for each time they 
  went out of their way to rescue additional supplies for the 
  company. If the Player Characters made no effort to recover 
  any of the additional supplies in either situation, they suffer a 
  –5 penalty to their Logistics rating for their thoughtlessness
  in permitting crucial supplies to be lost.
  NOTABLE CHARACTERS
  The following NPCs play important roles after reserve forces 
  arrive aboard Lycurgos.
  SuppLy oFFicer AdeLine gASpAr
  Gaspar fought her way through with the other members 
  of the company, constantly berating soldiers for needlessly 
  expending critical company resources all the way. In spite 
  of this, she somehow managed to avoid suffering a friendly 
  fire incident. Now, she is happy to once more have control of 
  the company’s supplies, so that she can oversee that none of 
  them are needlessly wasted. She is more relieved than excited 
  at the fact that the regiment has brought in further supplies 
  and is happy to have a chance to pillage through the materials 
  secured from Lycurgos. If the Player Characters failed to take 
  adequate care of the gear they were assigned she is furious. 
  This ire, however, can be somewhat mitigated if they played 
  any part in rescuing equipment from Vox Belli.
  compAny commAnder 
  grigory KuLiKov
  The company commander is relieved to see that at least 
  some members of the Void Shrikes survived the invasion 
  effort. He had feared that his men would perish without 
  any experienced units to support them. He credits the 
  Player Characters’ regiment with an unexpected degree 
  of competence and is willing to work with them further. 
  He is very interested about developing tactics to take the 
  remainder of the station and collecting evidence about the 
  secessionist opposition encountered to date. He suspects that 
  the commanding officer of the Severan Dominate forces may 
  be far cannier than anyone had expected. Kulikov does not 
  try to take charge of the overall operation, but he is clearly 
  uncomfortable deferring to the regimental commander.
  REWARDS
  This chapter of the campaign concludes after the Player 
  Characters have completed their debriefing and returned their 
  mission assignment gear. The regiment has boarded Lycurgos, 
  though not without substantial cost. Lives have been lost and 
  vehicles destroyed. The Severan Dominate forces are obviously 
  committed to defending the facility, recognising its tactical 
  significance for the system and the larger war. The Imperial 
  Guard has a mission to complete, and these traitors cannot be 
  permitted to stop or even delay it. This operation does not 
  appear to be the easy victory that High Command expected. It 
  seems the war for control of the station could be a protracted 
  series of battles against a foe that is prepared for the assault.
   
  
  Securing the 
  docking Arm
  •
  Purging  
  LycurgoS
  •
  generAL  
  conStAntine
   
  
  II: Something 
  52
  Securing the 
  Docking Arm
  “The traitors’ souls burn with the dark fury of their heretical 
  overlords. Let your faith outshine their unjust ire, so that you can 
  easily overcome their treachery.”
  –Commissar Horace Barrgraves
  T
  he Imperial Guard holds only a small portion of the 
  massive star fort. The docking arm offers them a base 
  of operations and the capacity to land additional 
  supporting forces. As both of these elements are crucial for 
  continued success, the Imperial forces must be careful to 
  properly secure it before they expand their hold. This is partly 
  completed in the early stages, as the regiment establishes 
  additional fortifications and watch schedules. Those are only 
  temporary measures. A longer-term solution requires the 
  regiment to expand the scope of its construction and security.
  Two key aspects to this approach are reinforcing the arm’s 
  physical security as well as making certain that it is capable 
  of surviving—at least briefly—without the support of the 
  remaining portion of Lycurgos. Adepts of the Machine Cult 
  have devoted all of their current efforts to accomplishing this. 
  The first stage is to bring in a powerful plasma generator 
  and an atmospheric processing unit. These two enormous 
  machines are intended to keep the atmosphere breathable, and 
  the gravity and light within the arm functional. The devices 
  remain aboard an Imperial cruiser, as they need a secure escort 
  to reach the star fort. Upon arrival, extraordinary measures 
  may be necessary to break down the huge machines so that 
  they can pass through an airlock.
  The docking arm’s exterior armour and interior structure 
  are also in the process of being reinforced. The facility 
  suffered some damage when Vox Belli exploded. Those issues 
  must be repaired, but further armour is considered essential, 
  lest the secessionists attack the arm with their own spacecraft. 
  As things stand, estimates are unclear as regards how long 
  the arm could survive a concerted bombardment by Severan 
  Dominate capital ships. 
  The Severan Dominate forces within Lycurgos are loath to 
  tolerate the Imperial Guard’s presence aboard their star fort. 
  The traitors have made at least a dozen attempts to insert 
  espionage agents into the Imperial forces. With that many 
  failed attempts, regimental command is legitimately concerned 
  Chapter II: 
  Something 
  Wicked Lurks
  “There are no minor sins. The slightest deviation from the Imperial 
  Creed leads to eternity spent outside the Emperor’s grace and light. 
  Keep your minds as narrow as the path ahead.”
  –Preacher Wyatt Dreeble
  T
  hrough the course of this chapter, the Imperial Guard 
  begins to appreciate the true majesty of Lycurgos. 
  Its construction incorporates long lost archeotech, 
  making it a shrine to mysteries over which humanity once 
  ruled. Both the Severan Dominate and Imperial forces 
  recognise the tremendous value contained in these wonders, 
  and strive to control it. Yet, as the battles continue, a terrible 
  threat is revealed to lurk within the star fort. A servant of 
  the Ruinous Powers has escaped imprisonment, and the 
  unholy forces it serves have turned their dark vision upon 
  the station, sealing its fate.
   In Chapter I, the Player Characters’ company managed 
  to secure a landing zone upon the star fort. This later led to 
  the arrival of the remaining soldiers in the regiment. This 
  was a monumental feat, as the odds were stacked against the 
  Imperial Guard. Of course, their success required the sacrifice 
  of an ancient and massive Imperial Navy cruiser, along with 
  the deaths of almost all on board. 
  The Imperial Guard doubtless found the challenge of 
  gaining a foothold on the Lycurgos difficult, and yet the task 
  ahead of them is no easier. Yet, if the mission is to become 
  a success, they must be far more careful, for further loss of 
  life and resource can be ill afforded. The loss of the cruiser 
  is an enormous blow for the Imperial Navy and for the war 
  effort in the Spinward Front. To lose an entire regiment—or 
  worse yet, Lycurgos itself—could be a disaster that would have 
  repercussions for years to come. The regiment must prosecute 
  a responsible and efficient war effort, but they must also make 
  certain of victory.
  the coming oF chAoS
  During this chapter, the greater threat to the Imperial Guard is revealed to be the Warpsmith Arkturian. Freed from his 
  imprisonment during the Imperial attack on the star fort, the Chaos Space Marine has wasted no time in enacting his 
  plan to seize the star fort for himself and to convert the massive battle station into a hellish war machine for his warband. 
  The Warpsmith is first introduced to the Player Characters in the last act of this chapter, yet evidence of his presence is 
  seeded throughout the earlier acts. As this evidence is the first hint the Player Characters get as to the true horror behind 
  their actions on the star fort, the Game Master should make sure to play up the tension of the scenes and encounters in 
  this chapter. This serves to make the reveal of the Daemon Engine in the Unplanned Maintenance encounter on page 
  77 a truly terrifying event and should put the Player Characters in fear for not only their lives, but also for their souls. 
   
  
  II: Something 
  Wicked Lurks
  53
  but it also entails surveillance measures for the two intact 
  docking arms. All unassigned guardsmen are expected to aid 
  with setting up the camp while remaining prepared to defend 
  the beachhead against secessionist attacks.
  All of the missions presented here are considered optional 
  encounters. Game Masters should pick the ones that seem 
  most appropriate for the disposition and rank of the Player 
  Characters. With a few exceptions, these work best if the 
  Player Characters have command of a company or smaller 
  unit. If the characters hold a higher command position within 
  the regiment, it may be appropriate for them to undertake 
  the mission with only a portion of their available forces. This 
  could be due to the fact that a portion of the unit is needed 
  for another assignment, or they might simply be needed to 
  assist the work crews at the encampment.
  COUNTER STRIKE
  One of the standard duty assignments for each unit is a 
  guard posting at the base of the docking bay arm. Even in 
  the first few hours after the regiment arrived, guardsmen 
  began reinforcing and expanding their defensive positions. 
  This remains a work in progress, but it is already far more 
  functional than it was initially. Units are regularly rotated 
  through guard duty posts, as the regimental commander 
  wants to ensure that all guards remain vigilant. Each shift lasts 
  only four hours, and it takes a full company worth of soldiers 
  to adequately man all the posts at once. 
  The Player Characters could become involved in this 
  conflict if they were posted to the fortification wall, or if 
  they were summoned to help repel the attack. If they are 
  involved from the beginning, then the overall Imperial 
  Guard response is likely in their hands, depending upon 
  their degree of authority. If they instead come in response 
  to the assault, the amount of damage is dependent upon the 
  time that they arrived.
  deFenSive StructureS
  The regiment’s Enginseers have coordinated the guardsmen 
  in the construction of an expanded defence line, which 
  stretches across the entire width of the docking bay 
  arm. Dozens of the regiment’s heavy weapon teams 
  about how many might have succeeded. Commissars are on 
  high alert, actively questioning any soldiers that they do not 
  recognise at first glance. Several preliminary assaults have also 
  taken place. The secessionists have not yet committed all of 
  their assets to an attack, but that may come with time.
  Until those preparations are complete, the Imperial forces 
  cannot feel truly secure in their hold upon the docking 
  arm. Even when they have completed those measures, there 
  is still much work to do. The defensive weapons mounted 
  upon the docking arms and upon the central core can still 
  fire freely at Imperial Navy vessels. The manufactorums 
  located in the central core are still producing weapons to 
  arm the secessionists. Those assets must be overcome, so that 
  the Imperial Guard can bring the full might of the Imperial 
  Navy to bear upon the star fort and the planet below. As it 
  stands, cruisers are forced to remain out of range of the star 
  fort’s weapons, significantly increasing the amount of time 
  that it takes for supply landers to arrive. It also leaves the 
  commanders of those vessels extremely reluctant to dispatch 
  their shuttles, as they justifiably recognise the enormous risk 
  of losing them.
  Throughout this scene, the Player Characters can observe 
  the steady work of the Adeptus Mechanicus and the constant 
  interrogations undertaken by Commissars. Those activities 
  are simply part of the background of activity that brings the 
  temporary base to life. Any time the squad is between activities, 
  they may wish to look busy, as otherwise they will likely be 
  drafted for a work crew or become the subjects of a routine 
  interrogation. There is ample work for all, but the officers who 
  would normally assign it are frequently drawn into tactical 
  meetings as the overall strategy for retaking the star fort is 
  revised and adjusted based on additional intelligence.
  At this stage of the adventure, there are two primary 
  types of missions assigned to the Imperial Guard units. The 
  first missions are assignments to secure various portions 
  of the docking arm. The arm is enormous, and it contains 
  many small storage facilities, in addition to the weapons 
  emplacements. During its hasty capture, some of these areas 
  were not thoroughly searched, and a few small pockets of 
  resistance may be holed up there. Secondly, a few of the more 
  trusted squads are sent out to scout the surrounding areas. 
  This includes expeditions into the nearest portion of the core, 
  A neW commAnd
  At the conclusion of the previous adventure, the Player Characters may have been promoted to a position of greater 
  authority. In this case, they could suddenly have authority over a number of soldiers who had previously been peers. 
  Alternatively, after the massive casualties the company sustained, then a promotion could include a transfer to a situation 
  where they know almost none of their soldiers. 
  In either circumstance, it is appropriate for a few brief role play scenes to give the Player Characters a chance to meet 
  the new NPCs. If the squad committed great acts of heroism during the first adventure, then their reputation could 
  precede them, and their underlings might be initially in awe of their abilities. If that seems inappropriate, then the lower 
  ranking soldiers might instead be concerned about the fact that all of the Player Characters’ closest allies were slain in 
  the recent conflict. Suspicious guardsmen could suspect that the new unit might be doomed from the start.
  A mix of different personalities with different initial expectations could create a characterful organisation, offering a 
  broad range of different possibilities. Game Masters are encouraged to experiment with these individuals. If some do not 
  seem to work out well initially, then those characters can easily be eliminated in the next major conflict. Which could 
  have longer-term repercussions for the Player Characters.
   
  
  II: Something 
  54
  When returning, the time involved in crossing the obstacles 
  is potentially lethal for any units that are under pursuit. The 
  caveat is that this system offers the best possible defences 
  against any intruders.
   Scout Sentinels can use the wall for cover or fire over it, if 
  they so choose.  Other vehicles may only fire turret mounted 
  weapons over the wall, as hull mounted weapons are too low 
  to accurately target foes over it. 
  In the event of a major assault, additional soldiers may 
  be stationed on raised platforms either attached to the 
  storage units or suspended from the docking arm’s ten-metre 
  ceiling behind the fortification. These soldiers would have 
  substantially less cover (8 Armour Points) from any attackers. 
  The major advantage to their presence is simply to bring 
  additional weapons to bear against any assaulting force.
  the ASSAuLt Force
  Severan Dominate forces have seen the improvements in the 
  defences, and recognise that they are certain to become even 
  stouter in the days to come. General Constantine has assembled 
  a fresh assault force, and is determined to make certain that the 
  defenders fall before his might. Roughly thirty hours after the 
  reinforcements first arrived, he launches the attack.
  are positioned along this armoured wall (22 Armour Points 
  of cover). Guardsmen are stationed all along its length, with 
  weapons staggered roughly every two metres. The three-metre 
  tall fortification has two interior levels. The first incorporates 
  firing slots at ground level, where roughly half of the weapons 
  teams are stationed. The second incorporates a two-metre wide 
  catwalk, set two metres above ground level. Heavy weapons 
  teams are stationed on platforms attached to the catwalk. 
  Guardsmen equipped with lasguns and special weapons patrol 
  this catwalk. The entire structure requires a full company of 300 
  men to adequately manage all fifty of the heavy weapon stations 
  and man the ramparts.
   There is only a single doorway in the wall, located at 
  its centre. From the attackers side, the seams and hinges 
  are functionally concealed. The door can be opened just 
  wide enough to accommodate the largest vehicle in the 
  regiment’s arsenal. If they are entirely on foot, then it is a 
  single metre in width.
  The area outside of the wall is littered with razor wire and 
  tank traps. Any time that Imperial forces are sent beyond it, 
  the fortifications are carefully moved aside and replaced as 
  the unit advances. This leads to very slow trips beyond the 
  defences. During this time, the Guardsmen on watch must 
  remain attentive to provide cover fire for the exposed squads. 
  Recognise the Commander
  Name: Grigory Kulikov
  Rank: Company Commander
  Affiliation: Vostroyan 1054th Void Shrikes, 7th Company
  Identifying Characteristics: Pale complexion, bald, full white
  moustache and beard, vicious scar over left eye, bionic right eye.
  History of Service: The company commander has served with the Void
  Shrikes for more than sixty years. Upon his arrival to reinforce
  the regiment, he was appointed second in command of the assault,
  and took command of the 5th platoon in 7th company. He has earned
  dozens of accolades for bravery and devotion to the Emperor. When
  the officers he followed fell, the young lieutenant proudly seized
  command so that the company would not falter. His appointment
  to company commander came as a natural progression prior to the
  Void Shrikes’ assignment to the Spinward Front. It is simply the
  regimental commander’s response to the bravery that Kulikov had 
  previously demonstrated in the field. When the tactical group was 
  assembled in Warzone Epsilon, the commanding officers of the Void 
  Shrikes 2nd and 14th companies readily ceded command to his expertise 
  for the duration of the mission.
  During his decades of service, Kulikov led and participated in
  the successful capture of countless orbital stations, traitorous
  spacecraft, 
  and 
  a 
  broad 
  variety 
  of 
  extra-planetary 
  xenos
  installations. His tactical acuity for engagements within these
  environments is unparalleled and his expertise is highly regarded.
  Officers from other regiments are expected to pay his advice full
  heed as regards any of these matters. 
   
  
  II: Something 
  Wicked Lurks
  55
  the Imperial defences. The remainder stay out of sight until the 
  fortification wall has been breached, and the engines of the tanks 
  are loud enough to prevent easily overhearing the troops. Only at 
  that point does the company advance. These soldiers are armed 
  with lasguns, along with a single flamer in each ten-member 
  squad. The soldiers do not attempt to eliminate the fortifications. 
  Instead, they selectively fire upon any enemy guardsmen, 
  preferentially targeting any that are exposed without cover. 
  bAttLe eLementS
  Refer to Table 2–1: Counter Strike Default Progression on 
  page 57 for how the battle proceeds without Player Character 
  involvement. By default, the initial assault goes very poorly 
  for the Imperial forces. They are significantly outgunned. The 
  attack was launched unexpectedly and swiftly. This gives the 
  secessionists ample time to press their initial assault before 
  the Imperial forces can rally supporting units to repel 
  them. Unless that happens quickly, the fortification 
  may be lost entirely and the Severan Dominate forces 
  could have time to inflict significant damage upon 
  the unprepared forces working behind the 
  defensive front.
  If the Player Characters are stationed 
  at the fortification, the most important 
  decisions 
  they 
  could 
  make 
  would be to quickly call for 
  reinforcements and to also 
  dictate what armaments 
  those 
  reinforcements 
  should bring. Soldiers 
  that rush to the front 
  armed with flamers are 
  significantly less useful than 
  those who choose to bring 
  a multi-melta or lascannon. 
  Another important tactic for the 
  Imperial Guard is to concentrate 
  their fire upon each tank in turn, 
  disarming it quickly, so that it has less 
  opportunity to shatter the bulwarks. 
  This strategy could be sufficient to 
  delay the secessionist advance.
  Squads that have a command 
  position could have also made 
  decisions to significantly alter or 
  expand the fortifications. If this 
  included explosives, those might 
  have been planted in such a way that 
  they could target the comparatively 
  vulnerable underbelly of the tanks. 
  Remote triggers and careful timing 
  could eliminate a significant portion of 
  the threat, provided the characters had 
  sufficient foresight to implement this 
  approach. Alternatively, deploying 
  soldiers to somehow rappel 
  onto the tops of the tanks 
  and directly charge the 
  The battle that follows is intended to be a focused 
  secessionist assault. The desperate traitors are determined to 
  break through and force the Imperial Guard off the star fort. 
  They are not yet willing to devote all of their assets to the 
  cause, but they are certainly prepared to invest a significant 
  portion of their resources to finally cleansing the docking 
  arm. At this stage, they have come to the conclusion that the 
  best tactic available is to make use of some of the armour they 
  have available aboard the star fort. 
  Regardless of the regiment’s composition, the attacking 
  force’s composition remains the same. The Severan Dominate 
  has chosen to focus their assault around a squadron of three 
  super-heavy tanks. Three Stormlords (see page 135) lead the 
  assault upon the fortification. In addition to having 
  tremendously heavy armour and a broad range 
  of devastating weapons, they are also incredibly 
  massive and powerful vehicles. The tank traps 
  are far too small to provide an obstacle to 
  these vehicles. Instead, the massive treads 
  either collapse the obstacles beneath 
  their weight, or the vehicle’s hull 
  passes over them without issue.
  A squadron of nine Devil 
  Dog melta tanks (see page 
  134) follow in the wake 
  of 
  the 
  Stormlords. 
  During the initial 
  phase 
  of 
  the 
  attack, 
  the 
  smaller tanks 
  a t t e m p t 
  to use the 
  larger 
  ones 
  for cover. Once 
  they can advance 
  far 
  enough 
  that 
  their melta cannons 
  are within range of the 
  fortifications, they expose 
  their front hulls so that they 
  can attempt to destroy the 
  fortification itself. At this stage, 
  the tanks are concerned far 
  more with the defensive wall, 
  the tank traps, and the razor wire 
  than they are with the defenders. 
  This assault continues until the 
  fortification has been sufficiently 
  damaged that the super-heavy tanks 
  can drive through it without being 
  trapped in its shattered remnants. 
  Two full companies of Severan 
  Dominate soldiers wait to press the attack 
  from within the perimeter corridor of 
  the station. This represents a total of 600 
  soldiers, plus a handful of officers. 120 
  of these soldiers are mounted aboard the 
  three Stormlords. They wait to deploy 
  until after the tanks have bypassed 
   
  
  II: Something 
  56
  This defensive positioning sets the difficulty for Battlefield 
  Awareness and Battlefield Manoeuvre Tests at Challenging 
  (+0). With success on the former Tests, they can recognise 
  weak points in the armour on the Stormlords (reducing it 
  by 5 points per Degree of Success for Called Shot Actions). 
  These exist because the super-heavy tanks were rushed from 
  the manufactorums’ work lines against the advice of the 
  Tech-Priests. The latter Tests can be used to redeploy their 
  forces or to provide a bonus to attacks.
  If the Imperial Guard manages to rally quickly, they could 
  turn the tide against the Severan Dominate forces, leading 
  to a dramatically different outcome than the default. This is 
  likely to have a huge impact on the enemy morale. At the 
  Game Master’s discretion, some of the enemy foot soldiers 
  might immediately throw down their weapons and attempt 
  interior might work. This assumes that those units could 
  avoid the incoming fire from the super-heavy tanks as well 
  as the foot soldiers that eventually move to support them.
  The Game Master may decide that the Guardsmen are 
  among the units summoned to reinforce the defensive position. 
  Assume it takes at least two minutes for word to reach them of 
  the attack. Then, track the amount of time it takes for them to 
  acquire their gear and redeploy to the front lines. Refer to Table 
  2–1: Counter Strike Default Progression to determine the 
  relative progress the Severan Dominate forces have made prior 
  to the Player Characters’ arrival. At this point, they can begin 
  to influence the course of the battle.
  In spite of the surprisingly well-equipped offensive 
  force, the Imperial forces are in a good position and may 
  possess many weapons that can effectively repel the attack. 
  Know thy Foe
  Name: Frederique Constantine
  Rank: General
  Affiliation: Severan Dominate
  Identifying Characteristics: Swarthy complexion, receding hairline, 
  bionic right hand, favours a fur-lined flak cloak.
  History of Service: The traitor called General Frederique Constantine 
  has no recognised history of military service within the Imperium of 
  Man. His identity does not show on any known rolls of officers nor 
  is it consistent with that of any known candidates within recognised 
  officer training facilities collected over the past two centuries
  in the Calixis Sector. He is believed to be a native of one of
  the secessionist worlds now affiliated with the so-called “Severan
  Dominate.” Savants strongly suspect that he is a personal acquaintance 
  of Duke Severus XIII—most likely one of the sycophants who advised the 
  traitor to turn from the light of the Emperor. 
  Departmento Munitorum savants have performed an extensive review of 
  picts obtained from secessionist propaganda, as well as records of 
  engagements in which he was a known participant. Preliminary findings
  suggest that he may have trained alongside the Duke in a military
  academy, under the guidance of the Duke’s father, Severus XII. As
  the former Duke was regarded as utterly incompetent in all matter of
  tactics, there is every reason to suspect that General Constantine has
  a comparable lack of expertise. 
  This traitor has had little success in opposing the superior tactical 
  acumen of his Imperial Guard counterparts. It is safe to assume that 
  his tactics are primitive at best, and may easily be circumvented. 
  Further, officers may safely assume that the general is likely to
  flee in the face of any sort of significant Imperial encroachment.
  As a personal acquaintance of Duke Severus XIII, it is quite likely
  that the general is a coward, receiving his title through nepotism and 
  cronyism over personal worth or strength of spirit. 
  Constantine’s relationship with Duke Severus makes him a high priority 
  target. His clearly feeble willpower complements this further. If at 
  all possible, he must be taken alive so that he can be thoroughly 
  interrogated for any information regarding the secessionist’s 
  military assets.
   
  
  II: Something 
  Wicked Lurks
  57
  Unfortunately for the Guardsmen, the secessionist 
  infiltrators managed to learn of the plan to bring the massive 
  device to the docking arm. Recognising its importance to the 
  Imperial Guard hierarchy, the traitors realised that destroying 
  it could strike a significant blow to the enemy’s morale. To do 
  so, they quickly devise a plan to recapture one of the docking 
  arm’s massive lances. If they can gain control at just the right 
  moment, they could use the arm to destroy the incoming 
  landers. If they are lucky, they might even manage to score a 
  few hits on an Imperial Navy vessel when it moves in to launch 
  the transport craft.
  If the Player Characters do not intervene, the secessionists 
  succeed in their scheme. They manage to briefly gain control 
  of one of the star fort’s lance battery. Even though they only 
  manage to unleash a single round from the cannon, that is 
  enough. The blast rips through more than half of the transports, 
  striking home on the Imperial Navy cruiser that launched them. 
  The cruiser survives the impact, though it is badly damaged. 
  The transports that weather the attack are undamaged, but they 
  do not carry enough components to construct the atmospheric 
  processing unit. Without it, the Imperial Guard commanders 
  become far more concerned about the security and stability of 
  the docking arm. Throughout the remainder of the adventure, 
  they are less willing to commit forces to offensive actions, as 
  they fear the possibility of completely losing their base of 
  operations. If that were to happen, they know that they would 
  also lose their ability to resupply from the fleet.
  The Player Characters could intervene when they are 
  assigned to patrol or secure facilities within the docking arm. 
  This could be presented as a routine procedure. In general, 
  the patrols are idle time, as behind the defensive fortifications 
  it seems there is little chance of an enemy insertion. The 
  diligent eyes of the regiment’s Commissars certainly seem 
  more than adequate to dissuade anyone from mischief. 
  to surrender. In this situation, the Player Characters must 
  decide if they wish to accept the surrender, or if they must 
  immediately deliver the Emperor’s justice to the traitors.
  Game Masters who choose to skip this encounter are 
  encouraged to have the battle’s outcome affect the regiment, 
  even if the Player Characters were otherwise occupied at 
  the time. They could return to the base only to find that 
  the regiment has suffered substantial casualties as well as a 
  significant loss of gear. This could have a major impact on 
  later scenes during the continued battle for the star fort.
  WEAPONS CHECK
  General Constantine strongly believes in the importance 
  of infiltration and espionage to a successful campaign. In 
  keeping with this strategy he has committed a significant 
  force of soldiers to infiltrate the Imperial encampment. Some 
  have snuck in wearing captured enemy uniforms, posing 
  as survivors of the most recent battles in the collapsed 
  docking arm. Others wear void suits and attempt to enter the 
  docking arm at the same time as patrols returning from the 
  exterior. Many have been captured and interrogated by the 
  Commissariat. Scant few, however, have managed to blend in 
  to the Imperial camp. These infiltrators have formed tightly 
  knit cells and work to destroy the Imperial forces from within.
  The components for the atmospheric processing unit are 
  being delivered aboard a small flight of several shuttles. Agents 
  of the Adeptus Mechanicus have slaved for weeks leading up 
  to the attack to break down a machine so that it could be 
  reassembled and remained functional. Precious ship components 
  were donated to the effort from the Imperial Navy’s limited 
  reserve stores. The device is crucial to the Imperial assault, but 
  it is also practically irreplaceable. Tech-Priests have only agreed 
  to deliver it now that the docking arm has been secured and the 
  secessionist threat has been minimised.
  Table 2–1: Counter Strike Default Progression
  Time
  Event
  0 Minutes
  Stormlords enter fortification’s line of site. Alarms sound.
  5 Minutes
  Fortification has man-sized holes. Devil Dogs begin firing upon fortification.
  10 Minutes
  Fortification has tank-sized holes. Defending company at 50% casualties. First reinforcements arrive. 
  One Stormlord disabled.
  15 Minutes
  Fortification toppled. Defending company lost. Initial reinforcements at 50% casualties. Second 
  Stormlord and three Devil Dogs disabled. Imperial Guard supplies 25% destroyed.
  20 Minutes
  Second reinforcements arrive. Third Stormlord and all Devil Dogs disabled. Initial reinforcements at 
  75% casualties. Imperial Guard supplies 50% destroyed. Imperial Guard ammunition 25% destroyed.
  25 Minutes
  Third reinforcements arrive. All enemy tanks disabled. Foot soldiers engaged. Initial reinforcements 
  eliminated. Second reinforcements at 25% casualties. Imperial Guard supplies 75% destroyed. Imperial 
  Guard ammunition 50% destroyed.
  30 Minutes
  Severan Dominate foot retreat. Third reinforcements at 25% casualties. Second Reinforcements at 50% 
  casualties. Imperial Guard supplies 75% destroyed. Imperial Guard ammunition 75% destroyed. Imperial 
  Guard wargear 25% destroyed.
   
  
  II: Something 
  58
  SABOTAGE THE SUPPLIES
  As he works to control the station and the world of Helena II, 
  General Constantine is constantly reminded that his army can 
  only survive if it is adequately fed. As an agri-world, Helena 
  II is vital to this element for the entirety of the Severan 
  Dominate. The agricultural facilities within Lycurgos must be 
  constantly tended both to aid the atmospheric processing 
  system and to contribute to the secessionist’s water supply. 
  The constant monitoring of these systems gave Constantine 
  the idea of compromising the enemy’s supplies. 
   The star fort has an ample supply of toxic materials that 
  could incur substantial damage upon anyone who would 
  unwarily digest them. Many are sufficiently noxious as to be 
  immediately recognisable, such as cooling fluids for the plasma 
  chambers, waste from the bioprocessing facilities, and materials 
  extracted from the atmospheric processing core. Others are 
  more insidious, including many of the chemicals used for the 
  agricultural facilities. These make ideal candidates, because 
  they are toxic in low doses and are not easily detected. 
  Initially, the general planned to disperse them using 
  the star fort’s air processing system, hoping that his foes 
  would inhale the poison and the lives of his own men 
  would not have to be risked in battle. The Tech-Priests 
  controlling the station proved uncooperative in this 
  approach. They stated firmly that the machine spirits 
  would not condone the release of such 
  toxins within the station. They further 
  indicated that even if such dispersal 
  were undertaken, the machines would 
  likely be seriously damaged, and the toxin 
  could inadvertently be spread to portions 
  occupied by the secessionist forces.
  Thus, the general decided that he would 
  need to use his infiltrators to disperse the 
  poison. Because the poisoning would be done 
  broadly—leeching into all of the Imperial Guard 
  water supplies—he recognised that his infiltrators 
  would be engaging in a suicide mission. Any who 
  worked among the guardsmen would certainly 
  need to drink more water than they could bring 
  with them over the course of their mission. This 
  would prove lethal. In order to minimise his losses, 
  the general first attempted to recall and draw down 
  the infiltrators currently stationed within the Imperial 
  Guard encampment. From the perspective of the 
  Player Characters, this could be indicated by an 
  increase in the number of loyal soldiers mistaken for 
  spies. The squad might even be called in for questioning 
  by a Commissar. At the same time, over the span of a 
  few days, they would have no encounters with enemy 
  operatives within the camp.
  Alternatively, if the squad has a leadership role within the 
  regiment, they might conduct routine inspections of different 
  facilities. As these individuals would certainly be aware of 
  the importance of the impending delivery, they could have 
  taken additional measures to secure the weapon stations. 
  Squads that do not have such a leadership role might even 
  simply notice something amiss as they went through their 
  daily routine within the encampment. The weapons station 
  that the secessionists target is not in the centre of the Imperial 
  base of operations, but it is located between that base and the 
  defensive structures at the base of the docking arm. That is 
  not a high traffic area, but soldiers certainly have reason to 
  pass by the weapon station regularly.
  This scene could be presented as a brief interlude between 
  other missions, or even take place as the squad prepares to 
  embark upon one of their missions. The 
  key element is that they must notice 
  something seems out of place. It should 
  start with an Opposed Difficult 
  (–10) Awareness Test between the 
  Player Characters and the group 
  of five Severan Dominate 
  soldiers who are preparing 
  to capture the weapon 
  station. 
  The 
  enemy 
  are 
  attempting 
  to 
  remain inconspicuous. 
  They wear Imperial 
  uniforms and are 
  discrete 
  in 
  their 
  preparations to use 
  their weapons against 
  the stationed guards. 
  If the Player Characters 
  recognise the enemy action 
  in time, they can assist the 
  unsuspecting 
  guards 
  in 
  holding the weapon station. 
  Even discharging a weapon 
  could generate enough noise 
  to draw reinforcements and 
  prevent the enemy assault. 
  Conversely, choosing to ignore 
  the attack—or completely failing 
  to notice it—is enough to permit 
  the secessionists to succeed in 
  achieving 
  their 
  objective. 
  The 
  traitors certainly give up their lives in 
  the effort, but they succeed in striking 
  a crucial blow against the Imperial 
  Guard occupation of Lycurgos.
   
  
  II: Something 
  Wicked Lurks
  59
  storage areas. Rather, the soldiers assigned to patrol are 
  expected to maintain an eye on the facilities, to make 
  certain that guardsmen are not taking excessive rations 
  for personal use. Each of the void suits contains two 
  external air tanks. The infiltrators have filled one of these 
  tanks with the toxin—relying on only a single tank for 
  breathable air. The mission is to deliver as many of these 
  toxin-filled tanks as possible to areas where water is stored. 
  By simply releasing the toxin into the atmosphere, all of 
  the water is effectively poisoned. Any who later consume 
  it suffer from debilitating cramps and internal bleeding. 
  If this attack succeeds, the Imperial Guard forces are 
  soon unable to field enough healthy troops to man the  
  defensive fortifications.
  There are more than two-dozen Severan Dominate 
  infiltrators assigned to this task. The general fully expects 
  many to give their lives travelling across the star fort’s 
  surface or during their attempts to sneak into the Imperial 
  Guard camp. His hope is that at least a few of the agents 
  could succeed in their mission, compromising a portion of 
  the Imperial Guard soldiers or at least their water supply. If 
  the Player Characters succeed in identifying a traitor and his 
  mission, then guards are posted to prevent any reoccurrence. 
  If they fail to notice any of the traitors in action, then it 
  takes several days and costs thousands of lives before the 
  regimental officers recognise the cause of the poisoning and 
  take measures to test all rations before use.
  After this time of relative calm, the general begins to 
  execute his plan. He sends Severan Dominate soldiers to 
  infiltrate using the star fort’s airlocks. They travel across 
  the star fort’s outer hull from secessionist held areas to the 
  docking arm held by the Imperial Guard. Most attempt to 
  blend in with patrols that the Imperial Guard sends out. 
  Their void suits are identical to those worn by the Imperial 
  Guard, obscuring the faces of the wearers. Distinguishing 
  the secessionists requires a precise count of the number of 
  patrol members and taking stock of which void suits are 
  requisitioned by the patrol teams. During the first few days 
  of patrols, sergeants were rigorous about enforcing these 
  standards. As the occupation has progressed and void suit 
  patrols became routine, the attention to detail has lapsed. 
  If the Squad is part of a patrol, noticing an infiltrator 
  in addition to their expected squad members requires a 
  Challenging (+0) Awareness Test. If they are standing 
  guard at an airlock when a squad with an infiltrator enters, 
  noticing that something is out of place requires a Difficult 
  (–10) Awareness Test. Should they succeed, the Player 
  Character recognises small signs that something is not 
  what it seems. The secessionist could be questioned, which 
  could reveal the plans about the poisoning effort.
  Otherwise, the Player Characters would need to 
  encounter one of the traitors in the act of dispersing the 
  poison. This could happen at any of the supply areas 
  where the regiment’s water is stored. In this case, no 
  Test would be required. Seeing a soldier in a void suit in 
  such an environment is odd enough to cause suspicion. 
  However, guards are not normally stationed at the water 
  Setting up the bASe
  Under some commanders—particularly those who are strict about following regulations—establishing a properly 
  functioning Imperial Guard base is an exacting and complicated process. Assets must be allocated in very precise ways. 
  Defences must be created to an exacting standard. Tech-Priests often work for extended periods to make sure that 
  everything is set up in a fashion that is pleasing to the Omnissiah. For Guardsmen who must answer to these authorities, 
  the work is tedious and endless. One command group might issue orders to move gear to a specific location, which can 
  later be countermanded by another authority figure. In some instances, the same pile of crates—which could even be 
  empty, or only contain waste—might be moved back and forth between two locations endlessly for weeks. Some soldiers 
  are constantly assigned duties to scrape and repaint portions of the star fort. Others can be called upon to help inventory 
  the armoury, swab the decks, or man kitchen patrol. Compared to many of these tasks, guard duty at the defensive 
  fortifications or the airlocks is relatively glamorous.
   
  
  II: Something 
  60
  The armoury is loaded with secessionist armour, lasguns, 
  and an assortment of heavy weapons and ammunition. These 
  are munitions intended to serve the soldiers stationed aboard 
  the star fort. Nonetheless, they are certainly capable of inflicting 
  incredible amounts of damage if detonated. The squad of ten 
  soldiers guarding these materials have been completely cut off 
  from any communications with the star fort’s commanding 
  officers. When the docking arm fell to the Imperial Guard, they 
  became trapped in no-man’s land. Since that happened, they 
  have remained uncertain as to what they should do. 
  Lieutenant Kraig (see page 133) has attempted to keep 
  things functioning as they would under normal conditions. 
  He has kept the squad performing routine maintenance on the 
  stores, and kept them fed through the use of field rations. He 
  has not attempted to communicate with the Imperial forces, 
  but he has also not made any attempt to reunify with the 
  secessionists. Instead, he is trying to assume a very pragmatic 
  approach, with the belief that whatever strategy might keep 
  his soldiers alive is the best one to follow at this point.
  INTO THE ARMOURY
  The docking arm is a very large structure. Securing it is not 
  simply a matter of sending soldiers to scout its main corridors. 
  In fact, each room must be searched and countless partially 
  hidden corridors must be mapped. The Guardsmen are unable 
  to discern any more rational explanation for the twisting 
  passages and hard to navigate corridors. Clearly the construction 
  took advantage of the fact that gravity did not constrain the 
  massive structure. At many points, the builders installed gravity 
  generators at angles inverted or perpendicular to the station’s 
  main deck. In these locations, corridors shift orientation relative 
  to the expected gravity, creating an experience that can induce 
  vertigo or nausea in the unprepared.
  Regimental command is understandably concerned that 
  many of these partially hidden or uneasily accessed corridors 
  could conceal secessionist forces. To combat this issue, they 
  disperse any unassigned squads to conduct rigorous searches 
  of each of the corridors. Thoroughly searching the docking 
  arm requires a massive and sustained effort. Over the first few 
  days of the search, many of these squads fail to return. Some 
  succumb to hidden dangers—both those inherent in the star 
  fort’s structure and enemy soldiers. Others simply become 
  hopelessly lost and wander the maintenance tunnels until their 
  supplies of food and water finally give out. In general, for 
  these missions the greatest danger lies in the archaic and 
  confusing layout of the star fort. However, some very 
  real opponents do still secure a few of these hard to 
  find locations.
  Travelling through the star fort presents its own 
  set of dangers, as outlined above. Game Masters 
  are encouraged to offer challenges appropriate 
  to getting lost in the twisting passages and 
  navigating through changing gravitational 
  fields. Squads that include a Tech-
  Priest may discover a variety of 
  unusual 
  features, 
  including 
  hidden airlocks, controls for 
  various docking tools, and 
  possibly even specialised 
  defensive systems. All of 
  these findings could be of 
  interest to the regiment, but 
  should be secondary to the discovery of 
  the Severan Dominate armoury.
  During one exploration mission, the Player 
  Characters have an opportunity to discover and 
  possibly secure an armoury filled with Severan 
  Dominate supplies. The important caveat is that 
  traitors also still hold the facility. They recognise 
  how precarious their current situation is—holed 
  up among explosives only a few hundred metres 
  from a major Imperial Guard encampment. These 
  secessionists believe in their cause, but they also 
  believe strongly in the Imperial Creed. They are not 
  in a tremendous hurry to needlessly surrender 
  their lives, even if a tremendous explosion 
  could strike a huge blow for the Severan 
  Dominate cause.
   
  
  II: Something 
  Wicked Lurks
  61
  SuppLy oFFicer AdeLine gASpAr
  The Supply Officer is interested in acquiring any additional 
  wargear or supplies that can be secured from the star fort’s 
  reserves. This could include mundane items that might still 
  serve some purpose within the regiment. Gaspar is a veteran 
  and recognises that many unusual foodstuffs or seemingly 
  pointless objects could sometimes be traded for critical 
  supplies or even luxuries. She is interested in anything that 
  the Player Characters can bring to her depot, and is willing 
  to be generous with future Logistics requests for those who 
  assist her. At the Game Master’s discretion, Gaspar may even 
  send the Squad on unusual missions to recover supplies that 
  other units have already reported. 
  LieutenAnt rodericK KrAig
  An officer of the Severan Dominate, the lieutenant is the leader 
  of the forces that hold an armoury, which is now behind 
  Imperial lines. He is familiar with the station’s layout as well as 
  the usual disposition of troops. He is not particularly loyal to 
  the secessionist cause, valuing his own life and the lives of his 
  soldiers far more than the Duke’s creed. If the PCs can offer 
  him any reasonable chance of survival, he becomes amenable to 
  turn from the secessionist cause, initially as a prisoner. As long as 
  he and his men are all treated with a bare modicum of respect, 
  the lieutenant willingly provides intelligence on the Severan 
  Dominate forces. Later missions can receive a +10 bonus for any 
  Battlefield Awareness Tests if the Player Characters participated 
  in a successful interrogation of the lieutenant. 
  When the Player Characters encounter the armoury and 
  its guardians, the secessionists do not immediately attempt 
  to engage in combat. Instead, the lieutenant tries to negotiate 
  a surrender. He uses a detonator and the ample supply of 
  ammunition as the negotiating point. If the characters launch an 
  all-out attack, he simply detonates the armoury, which ultimately 
  pierces the star fort’s hull. This presents an unmitigated disaster, 
  venting the equipment and many of the soldiers in the area into 
  the vacuum. A well-aimed shot might slay the lieutenant before 
  he can detonate the explosives, but a missed shot could strike the 
  charges, with disastrous consequences.
  Negotiations with the lieutenant, however, should be 
  surprisingly simple. The lieutenant is prepared to make a 
  conditional surrender. He is perfectly willing to provide all of the 
  goods in the armoury as well as all the information he has about 
  the Severan Dominate forces aboard the station. The only thing 
  he seeks in return is humane treatment for himself and his squad 
  members. Depending upon the types of characters present, this 
  may be considered a reasonable request or a demand that borders 
  on heresy. The difficulty for the negotiations should begin at 
  Routine (+20), but can vary based upon the approach the Player 
  Characters take as well as the philosophical beliefs that they have 
  espoused throughout the course of the adventure. 
  NOTABLE CHARACTERS
  The following NPCs play important roles as the Imperial 
  Guard secures its initial holdings aboard Lycurgos.
  compAny commAnder 
  grigory KuLiKov
  As the leader of the Void Shrikes, the commander demands 
  input on any missions that involve his units. He readily cedes 
  authority to a regimental commander, but he argues that he 
  should have at least as much authority as any other company 
  group. As a veteran of countless battles fought aboard spacecraft 
  and star forts, the commander has a high degree of expertise 
  for this sort of situation. He expects his allies to heed his 
  advice. If allied commanders ignore his input, he soon 
  becomes antagonistic. This has ramifications throughout 
  the invasion effort, as the Void Shrikes move to support 
  their commander and distance themselves from the 
  Player Characters’ regiment. Unless actions are taken 
  to mend bridges, the two different groups of Imperial 
  Guard could soon continue the invasion completely 
  independent of one another. Fights could even 
  break out within the encampment over 
  which regiment has the rights to particular 
  materials or duties.
   
  
  II: Something 
  62
  Rene Line (order #5674501)
  
  II: Something 
  Wicked Lurks
  63
  ORDNANCE 
  MANUFACTORUM
  The star fort is a highly specialised facility capable of refitting 
  and resupplying a wide variety of Imperial Navy vessels. 
  Because of its intended role, the engineers that built it in ages 
  long past recognised that it must be capable of constructing 
  many of the supplies required by those warships. Many of its 
  decks are devoted to working to this purpose. Due to its age 
  and isolation, some of the patterns that were deployed with 
  Lycurgos are now considered less common, or even rare. 
  From the time of its initial construction, the star fort 
  included the capability to build the enormous and rare shells 
  fired by the nova cannons aboard some of the Imperial Navy’s 
  most powerful vessels. As the star fort also included these 
  weapons on two of its docking arms, this provided the station 
  with an added tactical advantage. 
  Building even a single one of these shells requires the effort 
  of countless servitors and menial workers. Tons of explosives 
  and highly specialised materials must be carefully assembled 
  into the core of each heavily reinforced shell. The final product 
  is so massive and unstable that specialised transports are used 
  to transfer the completed shells. The entire manufactorum only 
  has the capacity to store twelve completed shells. Others are 
  typically transferred directly to the ammunition depots nearest 
  the star fort’s nova cannons or to a waiting vessel.
  When the star fort and any docked vessels are adequately 
  supplied with these enormous shells, the ordnance 
  manufactorum turns its services to the creation of comparatively 
  mundane ammunitions. The manufactorum also creates shells 
  utilised by many Imperial Guard tanks. This includes munitions 
  for traditional battle cannons, as well as a range of other 
  ordnance. The Severan Dominate has made extensive use of 
  this capability, shipping countless tons of ammunition directly 
  to Warzone Epsilon. Without this production, it is unlikely 
  that the secessionist tanks upon the former agri-world could 
  continue their resistance efforts.
  Purging 
  Lycurgos
  “Kill them all! Purge the heresy. If they deserve mercy, the Emperor 
  can grant it in the afterlife.”
  –Sergeant Mikhail Nodens
  O
  nce regimental command feels that the docking arm 
  is reasonably secure, then the time of consolidation 
  is completed, and the next stage in the invasion 
  effort must begin. The regiment must begin the process of 
  cleansing the secessionist presence from the star fort. As with 
  the capture of the docking arm, they must be conservative in 
  their violence. While they cannot allow the traitors to live, 
  they must at least attempt to preserve the station. The Imperial 
  forces recognise the incredible value inherent in the station.
  This section focuses on several different strategies that the 
  regiment invokes in their effort to secure the station. Ultimate 
  success requires a concerted effort that combines a range of 
  tactical approach. For some of the challenges, direct assaults 
  are the only possible solution. In other instances, covert actions 
  taken from deep behind enemy lines can be a better tactic. 
  Given the vast scale of the station and the sheer number of 
  decks and interconnecting passages, the front lines of the 
  conflict can become incredibly blurred. At times, squads may 
  discover that they are functioning deep behind enemy lines 
  only after they have attempted to re-establish contact with 
  their superior officers. Similarly, a steady advance can be easily 
  compromised if forces emerging from a previously unidentified 
  maintenance passage cut off an advancing platoon. 
  With the ongoing conflict on a variety of fronts, the 
  regiment is simultaneously engaged in a number of different 
  actions to overcome the Severan Dominate presence. A 
  number of these engagements are presented to set the tone of 
  the war for control of the star fort. The first three of these are 
  intended to set the overall tone for this section. Game Masters 
  are encouraged to make use of all of these. Several additional 
  scenes are also described in less detail. These may be included 
  at the Game Master’s discretion. Alternatively, Game Masters 
  may devise their own conflicts, which might be better suited 
  to the specialities of the Player Characters and their regiment. 
  roLe And regiment
  Two platoons of Severan Dominate foot soldiers hold 
  the ordnance manufactorum. Regimental command 
  commits a company-sized force to capturing it. 
  Depending upon the Player Characters’ role, they 
  might represent just a small portion of that force, or 
  they could have overall command. If they are not in 
  a leadership role, Game Masters must select what part 
  they play in the overall conflict.
  Regiment type should play no significant part in the 
  disposition of this mission. Enemy forces remain the 
  same, regardless of the Imperial force’s composition. For 
  regiments that use tanks or troop transports, those vehicles 
  are not capable of fitting through the four man-sized 
  entrances to the manufactorum. They may, however, be 
  used to block the corridors outside of the manufactorum 
  that connect to those entrances. Such vehicles can also 
  enter the manufactorum through either the raw materials 
  entrance or through the munitions unloading port.
   
  
  II: Something 
  64
  LocAtion And oppoSition
  The ordnance manufactorum is a very large room located 
  within the central core, several decks above the main level 
  where the docking arms attach. The room is more than 200 
  metres in length, and well over 100 metres in width. Its vaulted 
  ceiling is roughly forty metres in height. The space is filled 
  with conveyor belts, open storage tanks, and racks of both 
  completed munitions and raw materials. Servitors and menial 
  human workers scurry through the area constantly, working at 
  various stations and making adjustments to their procedures. 
  Massive machines connect the conveyor belts, mixing chemicals 
  and producing various components that are assembled by the 
  hundreds of workers.
  There are six entrances to the room. Two are located on 
  each of the longer sides. Both of these are man-sized double 
  doors. Massive retractable doors on each of the room’s shorter 
  sides are used to deliver raw materials and to remove the 
  completed products, including the enormous nova cannon 
  shells. These doors are well over twenty metres in width and 
  height. When the Player Characters approach an entrance, 
  read or paraphrase the following:
  The stench of explosives and sweat intermingle with a wave 
  of heat that emerges from the manufactorum. You can hear the 
  clanking sounds of countless machines and labourers working 
  furiously at an assembly line. Scouts indicate that the traitors 
  have set up a checkpoint at each entrance to the manufactorum. 
  Capturing the facility quickly means fighting through the enemy, 
  but it also means avoiding hitting any of the munitions. A 
  detonation here could be catastrophic for the whole star fort, and 
  doubly so for any soldiers who happen to be nearby. 
  A single ten-man squad of Severan Dominate soldiers 
  (see page 120) guards each of the smaller doors. They have 
  empty crates used to hold explosive materials to construct 
  sandbag-like bunkers, which they use for cover (6 Armour 
  Points). Three additional ten-man squads are stationed at each 
  of the larger doors. These have also built bunkers from crates 
  of explosives and munitions. Two four-man squads and two 
  ten-man squads patrol the centre of the factory. A Severan 
  Dominate Lieutenant (see page 121) accompanies each of the 
  four-man squads. Each of these squads has a single member 
  equipped with a grenade launcher and a two-man team 
  committed to running a M34 autocannon. 
  The construction capability represents a precious jewel 
  to both the Severan Dominate forces and to the Imperium. 
  By controlling it, either side dramatically increases the 
  capabilities of both its naval vessels and its ground-based 
  artillery. Consequently, the commanders on both sides of 
  the conflict wish to hold the manufactorum for their own 
  purposes. Neither force wishes to see the manufactorum 
  destroyed as anything but a last possible measure. 
  High Command of the Imperial forces in the Spinward 
  Front is aware that Lycurgos has this facility, but does not know 
  its precise location or capabilities until after the invasion force 
  begins to explore the star fort. One of the regiment’s earliest 
  missions after securing a beachhead is to identify the location 
  of the ordnance manufactorum and to secure it for Imperial 
  use. Every hour that the secessionists are permitted to control 
  it can only cost additional guardsman lives, as the traitors 
  create more munitions to use against those who remain true 
  to the Emperor. 
  brieFing
  The Player Characters’ lieutenant brings the mission to the 
  them only after the regiment’s scouts have already located 
  the ordnance manufactorum. They are charged with securing 
  the facility from the secessionists. At the time of their initial 
  briefing, they are instructed that the facility must be captured 
  intact. The most recent reports indicate that it is currently in 
  active use, but that Severan Dominate soldiers have secured it. 
  Imperial forces must capture the manufactorum intact, with 
  only a bare minimum of damage to the equipment. Further, 
  as many of the menial workers are to be kept alive as possible. 
  Their primary objective is to capture the manufactorum 
  intact, eliminating any Severan Dominate soldiers within the 
  facility. Three secondary objectives are noted. The first is to 
  make certain that the civilians and servitors are captured alive. 
  The second is to try to prevent the traitors from destroying 
  or stealing any additional munitions from the facility. Finally, 
  the unit must hold the location until additional regimental 
  elements can be dispatched to relieve the unit. No additional 
  gear is assigned to them for this mission.
  Because of the volatile substances that the ordnance 
  manufactorum constantly uses, any assault upon its facilities 
  must be considered an extraordinarily dangerous challenge. 
  A single stray shot could set off a huge chain reaction. Tech-
  Priests familiar with the facility offer assurances that the 
  completed ordnance should be stable. Artillery shells are 
  intended to be stable for long-term storage and transport. 
  While nova cannon shells are dangerously unstable, they 
  ought not detonate to usual small arms fire. Unless they are 
  properly armed, a process that requires a complex ritual which 
  is only completed when the shells have exited the barrel of 
  a massive starship-mounted weapon. Of course, even the 
  most ardent Tech-Priest admits under pressure that a stray 
  lascannon blast could have unexpected consequences.
   
  
  II: Something 
  Wicked Lurks
  65
  FLIGHT DECK
  There are many launch bays located on Lycurgos, which are 
  capable of launching attack craft to support the station. With 
  the loss of one docking arm and the capture of another, 
  some of these decks were compromised. However, a number 
  remain active. One of these is located near the captured 
  docking arm and has represented a consistent thorn in the 
  side of the Imperial assault. The crew of this particular flight 
  deck has managed to time the launch of its attack craft in a 
  particularly effective fashion. These small craft have damaged 
  or destroyed more than two dozen Imperial landers sent to 
  the star fort with various supplies and passengers. Due to the 
  relative distance between the flight deck and the docking bay 
  arm, Imperial Navy craft have been unable to take adequate 
  defensive postures prior to the attack craft engagements.
  Imperial Navy forces and regimental command have 
  decided that these are unacceptable losses. The only reasonable 
  response is for the ground forces to secure the flight deck. It is 
  believed that if the Severan Dominate lose control of this deck, 
  Imperial attack craft could use it instead. By both landing on 
  the flight deck—where they would have some protection from 
  secessionist attack—and launching attack craft from it as well, 
  the Imperial Navy craft would be much less susceptible to attack. 
  This combination could provide a far better support network for 
  any Imperial Navy landers approaching the star fort. 
  The Imperial Guard has accepted the task of securing the 
  flight deck. Once the mission has been successfully completed, 
  the Imperial Navy forces are willing to commit the vehicles 
  and manpower necessary to keep the deck adequately staffed. 
  The regiment has agreed that this mission must be given 
  highest priority, as the Imperial Navy is delaying all transfers 
  between its vessels and the star fort until after the flight deck 
  has been secured. The lack of reinforcements or additional 
  supplies provides a strong motivation for the Imperial Guard 
  to follow through on its side of the agreement.
  brieFing
  The relevant flight deck and landing bay is located within 
  the core portion of the star fort. It is two decks down 
  from the main docking arm section that the Imperials have 
  already secured. Exterior visualisations and Imperial scouts 
  within the station have confirmed its location. However, 
  they have not yet identified a best possible route for moving 
  large numbers of soldiers or vehicles to the bay. Currently, 
  the known routes make use of maintenance shafts, which 
  would require the troops to move in single file formations. 
  Regimental command believes that securing the flight deck 
  would require a large allocation of troops, making that 
  approach an unacceptable option.
  Prior to securing the flight deck, the company is charged 
  with first finding a secure route to reach the deck. Once that 
  has been accomplished, they are to proceed to the target 
  location with all possible speed. The deck must be captured 
  intact so that Imperial forces can use it as a landing zone. 
  The Player Characters need not seize any enemy soldiers or 
  materiel. Consequently, the Guardsmen are cleared to use 
  area weapons, as long as those weapons are unlikely to 
  do irreparable harm to the star fort.
  Any stray shots that strike the stored ordnance could trigger 
  a detonation. This has the potential to set off a chain reaction, 
  which could destroy the entire manufactorum. In a potential 
  worst-case scenario, this might even cause serious damage to 
  the star fort. To represent this, any failed Ballistic Skill Test 
  during a ranged Attack has a chance to miss wildly and strike 
  the ordnance. If a Player Character fails a Ballistic Skill Test 
  and achieves four or more Degrees of Failure, the shot has 
  hit one of the dangerous containers. The Player Character 
  rolls Damage as normal for the attack. The containers have 
  9 Armour Points. If the attack should deal Damage in excess 
  of the container’s Armour Points, the unstable munitions 
  detonate. The explosion deals 3d10+4 Explosive Damage to 
  anyone within five metres and 1d10+4 Explosive Damage 
  to anyone within ten metres. At this time, the Game Master 
  should roll a d100. On a result of 91-00, the explosion sets 
  off a chain reaction with the other unstable substances in the 
  manufactorum. Over the following six Rounds, a series of 
  massive explosions take place that transforms the facility into 
  a crumbling, flaming ruin. Each Round, the Player Characters 
  and their adversaries must each make a Challenging (+0) 
  Agility Test. Anyone who fails this Test takes 1d10+4 
  Explosive Damage. 
  If the Player Characters can bring overwhelming force 
  to bear upon the situation, they might attempt to force the 
  secessionists to negotiate rather than settling the matter 
  through violence. The secessionists are hostile to any such 
  attempts, and are extremely loyal to their cause. These 
  forces are unlikely to cooperate unless they are offered some 
  impressive level of both security and compensation. 
  Alternatively, Imperial forces might eschew the use of 
  ranged weapons, reverting instead to melee attacks. This 
  certainly reduces the likelihood of any inadvertent explosion. 
  However, the secessionists, who are not firing towards 
  explosives, remain willing to use their lasguns and other 
  ranged weapons. This should lead to an interesting situation 
  as the characters try to assault foes from surprising directions, 
  using maintenance ducts and concealed passages. 
  Game Masters must use their discretion in deciding how 
  the enemy responds to a concerted multi-front approach. If the 
  Imperial Guard offers an opportunity for some of the forces 
  to escape, they do so when it becomes clear that the Imperial 
  Guard has the upper hand. At this point, they attempt to steal 
  as many munitions as possible, or at least eliminate any of the 
  servitors and workers. The Severan Dominate troopers only call 
  for reinforcements after the lieutenants realise they have lost 
  at least two squads. Additional forces, subject to Game Master 
  discretion, can begin to arrive five minutes after a call is placed. 
  The reinforcements do not attempt to press an attack if it is clear 
  that there is a significant risk of detonating the manufactorum.
   
  
  II: Something 
  66
  Captain Mordecai Horatio (see page 129) is particularly 
  helpful during any discussions regarding the flight deck. 
  He offers his advice about the likely make-up of attack craft 
  present, as well as the support crew and equipment that 
  should be in use. He can also offer insight as regards the 
  expected time required for Imperial Navy craft to reach the 
  flight deck from any of the ships that remain in the region.
  LocAtion And oppoSition
  Reaching the flight deck through the maintenance tunnels 
  is a difficult process, but hardly an overwhelming one. The 
  greatest danger is that the secessionists patrol these passages 
  as well as the star fort’s main corridors. Because soldiers must 
  traverse the tunnels in a single file fashion, trying to move a 
  large force of foot soldiers through them is an agonisingly 
  slow process. Enemy forces can also inflict significant 
  damage within the constrained location through the use of 
  explosives, flamers, or other area weapons. The preferred 
  approach is to first scout out an appropriate lift, and 
  make use of that to transfer to the level where the 
  deck is located.
  Game Masters can use their discretion 
  for the difficulty in securing a lift. 
  Any force occupying the station 
  requires these massive machines, so 
  the Severan Dominate forces are 
  hesitant to inflict severe damage 
  to one. Each is capable of moving 
  several super-heavy tanks, or a 
  company of vehicles, or more 
  than a thousand soldiers at a 
  time between the star fort’s 
  decks. Less than a dozen of these 
  lifts remain functional aboard 
  Lycurgos, and the closest working 
  one to the secured docking arm 
  and the targeted flight deck is 
  two kilometres away from the 
  docking arm. The Severan 
  Dominate has at least a platoon 
  of fifty soldiers holding the lift. 
  If the Guardsmen attempt to 
  overpower them to secure it, 
  the secessionists immediately 
  call 
  for 
  reinforcements, 
  comprising an additional 
  two platoons of foot, or two 
  squadrons of three vehicles 
  each. They take roughly ten 
  minutes to arrive. If the Imperial 
  forces hurry, this provides just 
  enough time for the lift to descend 
  a level prior to the arrival of the 
  enemy forces. 
  Capturing any crew and staff for questioning is considered 
  a secondary objective. Lycurgos may have unknown or unusual 
  security measures in place to secure the flight deck. If this is 
  the case, a thorough interrogation of any crew or pilots might 
  reveal those measures prior to the arrival of the first Imperial 
  Navy craft. Capturing existing craft, consumables, and tools is 
  also considered a secondary objective. It is very possible that 
  any vehicles or supplies could be contaminated or trapped. 
  This risk makes capturing the devices a much lower priority. 
  Severan Dominate units should not be permitted to use any of 
  these devices further, if the possibility can be avoided. If any of 
  the craft attempt to launch during the assault, the Guardsmen are 
  expected to prevent successful launches, or to destroy the vessels 
  as they clear the flight deck. The briefing officer reminds the 
  Player Characters at this point that any such destruction 
  must not incur significant damage to the flight deck. 
  Similarly, if any of the secessionists attempt to 
  flee the flight deck with tools, ammunition, or 
  other equipment, they must be stopped, so 
  that the tools cannot be used to further the 
  secessionist agenda.
  The lieutenant is not adverse 
  to a strategy that incorporates 
  approaching the flight deck from 
  the outside. The secessionists are 
  unlikely to expect a significant 
  number 
  of 
  soldiers 
  to 
  simultaneously enter the deck 
  from the star fort’s outer hull. 
  However, if this approach is 
  used, the secessionists might 
  be able to quickly move 
  supporting units to the flight 
  deck from the interior of the 
  star fort. Consequently, he 
  advises that such an approach 
  must have measures included 
  to defend the flight deck from 
  such an assault. If they strongly 
  advocate this approach, he makes 
  certain to include void suits as part 
  of their mission assignment gear. 
  Otherwise, there is no special 
  equipment included.
   
  
  II: Something 
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  within bunkers, though they do move to use the nearby 
  attack craft and assorted maintenance equipment for cover 
  from attack. When the Player Characters reach the flight 
  deck, read or paraphrase the following:
  Six attack craft and a lander are on standby to launch, but 
  the deck otherwise appears to be fully loaded with craft. You 
  are uncertain if any are about to fly a mission, as maintenance 
  workers and countless servitors scurry from vessel to vessel, 
  performing arcane rituals and applying sacred substances to 
  assure their function. You spot two squads of guards near the 
  entrances, but they seem to be lounging, hardly prepared for an 
  attack. The workers, conversely, are so focused upon their labours 
  that they might not even notice if they were actually under fire.
  The deck is roughly 100 metres in width, but only 
  twenty-five metres deep. The ceiling is fifteen metres above 
  the deck level. There is no exterior wall to the flight deck. 
  Instead, an energy field keeps the atmosphere within the star 
  fort, permitting attack craft and shuttles to launch from the 
  deck or to land upon it. A control panel near the wall can be 
  used to change the field’s status or to close a set of reinforced 
  armoured doors in the event of an energy failure. Three 
  armoured hatches, wide enough to accommodate a tank or 
  transport, connect the interior wall of the flight deck with 
  the star fort’s perimeter corridor. Unless the flight deck has 
  been placed on an alert status, these hatches are retracted into 
  the floor and ceiling when the Guardsmen arrive. Armoured 
  glass viewports (Armour Rating 6), are present between the 
  hatches, offering a clear view into the flight deck’s interior.
  Several flights of Fury Interceptors are stowed close 
  together, with wings folded inward around the perimeter 
  of the deck. A single flight of six Furies and one Aquila 
  lander stand ready to launch, already fuelled. The pilots of 
  these craft are on standby in a bunk room attached to the 
  flight deck. Dozens of maintenance workers and servitors 
  are busily engaged performing prep work on the ready ships 
  as well as numerous other craft. Each of the attack craft has 
  twin-linked lascannons mounted upon its wings. Once the 
  pilots realise the deck is under attack, they attempt to reach 
  their Furies so that they can turn the vessels and fire those 
  weapons upon the Guardsmen. 
  If the outcome of the attack seems inevitable, the attack 
  craft attempt to scramble. The maintenance crew move 
  towards the shuttles,  while the attack craft take off, removing 
  themselves from the reach of the Imperial Guard as quickly 
  as possible. The lander’s interior is small enough that a single 
  grenade or blast weapon could cause significant damage to 
  anyone caught inside of the craft when it detonated.
  If the Player Characters have not gained control of the 
  nearby lift, the Severan Dominate moves to launch a counter 
  attack as soon as the flight deck falls. Six Leman Russ 
  Battle Tanks comprise the attacking force. They try to avoid 
  inflicting structural damage upon the flight deck, but are 
  more than willing to use their battle cannons against the 
  occupying Imperial forces. If the lift is secured or the tank 
  squadron is eliminated, then the secessionists do not have 
  a quick response to the loss of the flight deck.
  Notably, the secessionists do attempt to pursue to regain 
  control of the lift. If the Guardsmen choose to leave this 
  route unsecured, then they may be functionally cut off from 
  the docking bay arm. This is certain to delay the arrival of 
  any reinforcements, as well as supplies. Player Characters 
  may recognise this risk with success on a Routine (+10) 
  Scholastic Lore (Tactica Imperialis) Test. This would also 
  delay the transfer of any supplies brought in aboard Imperial 
  Navy shuttles from the captured flight deck back to the 
  docking arm. For the mission to be a complete success, the 
  unit must somehow capture and secure the lift.
  Once the lift has either been bypassed or secured, the 
  Guardsmen may attempt to seize control of the flight deck. 
  The secessionist forces do not believe that the location 
  is easily subject to attack from inside of the star fort. 
  Consequently, it is only lightly defended from a ground-
  based assault—numerous flak cannons located on the star 
  fort’s surface are intended to provide protection against any 
  incoming attack craft. Two ten-man squads provide security 
  for the flight deck. Each includes a two-man heavy bolter 
  team and one soldier carrying a flamer. They are not set up 
  roLe And regiment
  Regimental command wishes to commit a single 
  company to securing the flight deck. They are also 
  willing to put another company on standby status, 
  to provide reinforcements in the event of a counter 
  attack. If the flight deck is quickly secured and kept 
  largely operational, the Imperial Navy is prepared to 
  send a flight of attack craft with crew to man the 
  location. Once secured, a single company is expected 
  to provide security for the location until such time as 
  the Severan Dominate forces are removed from this 
  section of the star fort. 
  If the Player Characters have command of a 
  company, then at the Game Master’s discretion 
  they could either have the assignment to capture 
  the flight deck or represent the standby company 
  to reinforce it in the event of a Severan Dominate 
  attack. As platoon commanders, it would be their 
  judgment that determined the best possible approach 
  to seizing control of the location. If the characters 
  have responsibility for a larger group, then they 
  might dictate the strategy that the assigned company 
  employs. Alternatively, if they have a lesser role, 
  then the Game Master must determine what facet the 
  Player Characters play in the larger conflict.
  If the characters proceed with an attack from the 
  exterior of the star fort, then vehicles are largely useless, 
  as they cannot easily traverse that surface. Attacks that 
  proceed through the star fort’s interior can make use of 
  vehicles, with one important caveat. Tanks, transports, 
  and even sentinels are far too big to travel through the 
  maintenance hatches. In order to bring these vehicles 
  to the battle, the Guardsmen must first find and control 
  one of the station’s lifts so that the vehicles can travel 
  to the lower deck.
   
  
  II: Something 
  68
  The primary mission objective is to verify the security of 
  the perimeter corridor. The unit is charged with finding and 
  triggering or deactivating any traps that might be present. 
  As a secondary mission, any available information about 
  secessionist activities in the area must be confirmed. If there 
  are signs of recent activity, then the nature of that activity 
  must be identified. If there are no indicators of activity, then 
  a thorough search must be conducted to verify their absence. 
  If enemy forces are encountered, then the unit is expected 
  to terminate those forces provided the Guardsmen have 
  numerical superiority. In the event that a larger secessionist 
  unit is encountered, the highest priority is to report that 
  group’s presence so that regimental command has the 
  opportunity to decide how best to proceed.
  Gear is allocated in such a way as to provide the unit with 
  the most manoeuvrability possible. Regimental command is 
  not looking for a significant engagement. Instead, they want 
  a successful reconnaissance mission and an accurate report. If 
  the regiment has transports or light vehicles available, then 
  the entire group should be mounted. Similarly, if the regiment 
  has both heavy and light tanks, then the faster ones are used 
  for this assignment. Other than transportation, multi-tools, 
  auspexes, and void suits are included for each soldier as part 
  of the mission assignment gear. 
  FINDING A PATH
  When each of the docking arms fell to Imperial forces, the 
  secessionists lost a significant portion of the armaments built 
  into the star fort. The core certainly remains well armed, but 
  the docking arms offer a broader range of weapons. In order to 
  consolidate further their grasp—and reduce the secessionists’ 
  ability to resupply—High Command wants to secure an 
  additional docking arm. First, however, they need to secure a clear 
  route between the existing holdings and one of the other arms. 
  Regimental scouting reports suggest that the badly 
  damaged docking arm has been completely abandoned by 
  the traitor forces. Imperial forces have repeatedly scouted the 
  area but have not encountered anything but the occasional 
  maintenance servitor. Because of this security gap, regimental 
  command believes that this could leave the perimeter corridor 
  around the station’s core far more lightly patrolled near that 
  arm. They suspect that it might be easier to approach the other 
  docking arm adjacent to the damaged one that it would be 
  to approach the intact one nearest the currently secured arm. 
  If that approach has actually been left abandoned, then the 
  Imperial Guard must strike quickly, before the secessionists 
  have time to recognise their folly.
  To confirm this theory, they have decided to send out a 
  reconnaissance force. The commanding officers are of the 
  opinion that a trap set for a larger group might not be sprung by 
  a small group of scouts. A larger force—in this case a platoon-
  sized group of soldiers—should be sufficient to trigger any 
  alarms or armed response. If the expedition can safely navigate 
  through the evacuated area without any issue, then it is likely 
  that an assault could be launched upon the opposite docking 
  arm with minimal consequence. However, if the advance triggers 
  a significant response, then sending a smaller group risks fewer 
  resources. It is hoped that a smaller unit will be able to evacuate 
  more quickly in the face of an overwhelming response.
  brieFing
  The lieutenant explains to the Guardsmen that this mission 
  is focused on stealth, mobility, and observation. Regimental 
  command needs a group to perform a detailed reconnaissance 
  of the area around the collapsed docking arm. They have 
  reason to believe that the secessionists are completely ignoring 
  that portion of the star fort. If this is true, then it could be 
  reasonable to extend the Imperium’s grasp by moving some 
  of their forces into that region to better seize control. 
  A major concern is that some of the facilities may have 
  been brought off-line. In fact, scouts believe that a portion 
  of the star fort’s perimeter corridor may have been removed 
  from the atmospheric processing system. There is also some 
  concern that the secessionists may have deliberately trapped 
  this region, likely with mines or other explosives. If this is 
  the case, the reconnaissance mission must identify any such 
  threats and eliminate them, prior to sending an attack force 
  through the section of the star fort.
  roLe And regiment
  The scouting units sent to search out this area were 
  squad-sized or smaller. If the Player Characters only 
  command a single squad, then their commanding 
  officer is the one in charge of the expedition. 
  Alternatively, if the Guardsmen command a platoon 
  or even a company, they are placed in charge of the 
  operation. Regimental command is reluctant to risk 
  an entire company on the scouting expedition, but 
  grudgingly does so, if the Guardsmen push for that 
  approach. If the Player Characters are not in command, 
  the strategy is simply to move through the region 
  quickly, en masse, searching for any anomalies. 
  This mission should be equally applicable for all 
  types of regiments. Regiments that do not make use 
  of any vehicle options are simply at a higher degree 
  of risk when it comes to amount of time required to 
  retreat before any enemy forces. At their discretion, 
  Game Masters may choose to select weapons better at 
  damaging armoured vehicles for the secessionist forces if 
  the Player Characters belong to an armoured regiment.
   
  
  II: Something 
  Wicked Lurks
  69
  the walls have either been removed or deactivated. Beyond 
  the pressure walls, the station is in utter blackness, save for 
  any starlight that comes through the occasional porthole.
  Assorted scrap materials have been placed in a seemingly 
  random fashion throughout the corridor. These are damaged 
  hull plates, the wreckage of vehicles destroyed in the earlier 
  combat, and even some piles of waste materials from the 
  star fort’s manufactorums. In a few instances, the materials 
  have been deliberately removed from the corridor’s interior 
  walls, though most of the scrap had to be transferred to 
  the region by servitors and labourers. This junk is meant to 
  impede progress through the region, as well as to offer cover 
  for the Severan Dominate forces in an ambush attempt. In 
  conjunction with the poor lighting and stale atmosphere, any 
  hurried movement or piloting Tests through the rubble and 
  scrap is considered Very Hard (–30). 
  To add one final level of complexity, the Severan Dominate 
  commander has had his Tech-Priests insert a kill switch 
  into the station’s systems so that he can shut down gravity 
  within the region. As all of his soldiers are equipped with 
  magnetic boots, he expects them to be able to deal with the 
  issue with only minor difficulties, whereas intruders caught 
  unawares will be seriously impeded. The secessionists hope 
  that their foes could even launch themselves from the deck 
  inadvertently and at inopportune moments. If the Player 
  Characters have Good Craftsmanship or better void suits, 
  then theirs also have magnetic boots to counter the 
  absence of gravity.
  LocAtion And oppoSition
  The earlier scouting reports prove to be terribly inaccurate. 
  The Severan Dominate are monitoring the perimeter corridor 
  near the damaged docking arm. In fact, they have attempted 
  to keep this monitoring as subtle as possible, in the hopes that 
  they might be able to launch a successful ambush upon any 
  Imperial forces that use it for an advance. To date, they have not 
  observed a group large enough to make use of the trap—only 
  scouts have explored the area to date, and all who discovered 
  the secessionists were slain before they could report the threat.
  The traitors have taken some additional measures to make 
  the area seem more derelict. These efforts are the primary 
  reason that the scouts have reported the presence of servitors 
  in the region. In addition to offering some additional 
  concealment for an ambush, these measures are also intended 
  to mitigate any further damage to the star fort. Should the 
  Severan Dominate succeed in eliminating the Imperial 
  presence, these changes could also play a factor in eventually 
  repairing the damaged docking arm.
  The first key measure is the addition of new walls and 
  airlocks into the perimeter corridor. This forty metre wide 
  passage completely lacked any sort of seals. Extending along 
  the entire outer perimeter of the star fort’s core, a single 
  breach could vent an enormous quantity of atmosphere into 
  the vacuum beyond. If the secessionists have any intentions 
  of repairing the broken docking arm, they must first have 
  an effective means to enter the region without venting a 
  large quantity of additional air. To address this concern, they 
  implemented temporary pressure walls made of plasteel (16 
  Armour Points) that stretch the entire breadth of the corridor. 
  These contain airlocks large enough to accommodate the 
  passage of a super-heavy tank. Servitors have constructed five 
  of these walls. Two are located on either side of the collapsed 
  docking arm. An additional one seals off the outer perimeter 
  corridor from a passage that leads deeper into the core region.
  The secessionists working on the station repairs have also 
  shut down all ventilation systems to this region, sealing the 
  ducts in the process. With its high, vaulted ceilings and its 
  forty-metre width, the corridor still contains an enormous 
  volume of atmosphere. However, as the air is not circulating, 
  it has begun to grow stale. Each breath of air drawn within 
  the confines of these pressure walls makes the air increasingly 
  toxic, though it may take days or weeks for a volume this large 
  to become unsafe, given how few inhabitants have entered the 
  region. Within the most central section—immediately adjacent 
  to the damaged docking arm—the atmospheric pressure has 
  begun to drop. This is a gradual process, due to a number 
  of imperfections in the seals between the collapsed docking 
  arm and the corridor. Currently, the pressure is about seventy 
  percent of normal, but it is dropping at a rate of one to two 
  percent daily. At this rate, soon anyone crossing through the 
  region is certain to need a void suit. Collapsing the pressure 
  walls would restore normal air pressure to the region, at the 
  expense of a significant loss of atmosphere throughout Lycurgos. 
  Within the walled-off region, Severan Dominate forces 
  have taken further measures to ensure that they can more 
  easily set up an ambush, and have a major edge against the 
  Imperial forces. The first change was to completely shut off 
  all of the ambient lighting. All of the lighting panels set into 
   
  
  II: Something 
  70
  OPTIONAL ENCOUNTERS
  Game Masters can incorporate any of the following scenes 
  into the adventure at their discretion. Alternatively, they can 
  choose to design alternative scenes that are customised to best 
  fit the background of the Player Characters’ regiment. These 
  scenes are briefer than the ones previously designed, and are 
  intended to represent smaller scale conflicts, typically only 
  incorporating a single squad of guardsmen.
  Rather than focusing on the larger scale war for control of 
  the star fort, each of these scenes presents some of the minor 
  elements. The conflict has had a significant impact upon the 
  station. Many of the organisations present have begun to 
  fracture under the diverse pressures, and some of these scenes 
  focus on those elements.
  beyond the SKin
  Severan Dominate forces have made little effort to secure the 
  exterior of the star fort. They have the equipment to function in 
  zero-gravity and vacuum, but they have little expertise in that 
  area. The remaining members of the Void Shrikes regiment are 
  well trained for this environment, and Company Commander 
  Grigory Kulikov (see page 130) believes that an approach from 
  across the outer hull could bypass much of the secessionist 
  defences. A successful trip across the surface of Lycurgos could 
  gain entry through airlocks to regions deep behind enemy lines. 
  If this mission occurs after the flight deck mission, the lack of 
  defences at that location strongly supports his argument. 
  Before mounting a major expedition, the commander 
  wants to attempt several reconnaissance missions to find the 
  best potential targets. He also orders the Void Shrikes to train 
  the Player Characters’ regiment in zero-gravity and null-
  atmosphere combat conditions. It is his strongly held belief 
  that additional experience in the field should dramatically 
  improve the abilities of the Guardsmen to function in space. 
  With adequate preparation, the hostile conditions should 
  barely impede their combat effectiveness.
  For the first few missions, the primary objectives could 
  be as simple as training, with reconnaissance representing a 
  secondary concern. As the Guardsmen grow in experience, the 
  primary mission objectives could become increasingly critical, 
  to the extent that the Player Characters might eventually assist 
  Void Shrike groups in supporting missions that take place 
  within the star fort’s interior. Mission assignment gear must 
  consistently include a void suit, and could often include at 
  least one grapnel and line for the squad. Additional equipment 
  should be based on the precise nature of the missions.
  There are two major concerns with these exercises. 
  The first is that any encounters with the secessionists in 
  other portions of the station could give away their tactical 
  advantage in later expeditions. If the secessionists became 
  aware of such intrusions, they might ramp up their security 
  levels behind the front lines. The second concern is that 
  the explorers could encounter Severan Dominate attack 
  craft while exposed on the star fort’s surface. If this were 
  to happen, they might be subjected to strafing runs, 
  while essentially defenceless. Of course, in these combat 
  circumstances, even a minor wound could be enough 
  to pierce a space suit and slay its occupant as the suit’s 
  A significant force of Severan Dominate soldiers and 
  vehicles lie in wait in the inner section at all times. The foot 
  soldiers are stationed in the maintenance shafts, awaiting 
  orders to move forward and launch the assault. Vehicles are 
  concealed behind cover, or painted to appear as if they were 
  badly damaged wrecks. The secessionists wait for all of the 
  Guardsmen to pass through the airlock into the inner region 
  before launching their attack. When this happens, read or 
  paraphrase the following:
  From the darkness, you suddenly hear the whine and crack of 
  enemy fire. Preparing to find cover and return fire, you realise 
  abruptly that the gravitic plates have been shut off. The traitors 
  have gone to great lengths to set up the ambush. Even trying to 
  escape to report back to regimental command means holding out 
  long enough for the airlock to cycle numerous times—with a 
  three-minute wait each time. 
  The sounds of the tanks manoeuvring their turrets to 
  fire and the enemy soldiers moving into firing positions is 
  enough to spoil the element of surprise. By the time the 
  Imperial forces have all passed through the airlock, they 
  recognise that an attack is imminent, even if they cannot 
  easily estimate the number of enemy forces involved. In 
  truth, the secessionist force consists of two Devil Dog melta 
  tanks (see page 134), two Leman Russ Battle Tanks, and 
  fifty Severan Dominate soldiers on foot. Ten of the soldiers 
  are set up as two-man weapons teams, each equipped with 
  an autocannon. Each ten-man squad includes one member 
  equipped with a meltagun. All of the soldiers are wearing 
  void suits and equipped with photo-visors. 
  During the ensuing battle, the secessionist tanks do not 
  attempt to move, due to the complications of null gravity. 
  Moving with confidence due to their magboots, the Severan 
  Dominate infantrymen seek cover and maintain their firing 
  positions. Unless the Imperial forces are well equipped, both 
  the darkness and the zero gravity could pose significant 
  complications for the ensuing battle.
  If the secessionists incur more than fifty percent casualties 
  in the fight, before incurring comparable losses upon the 
  Imperial Guard, they retreat from the battle. In this case, note 
  that the traitors abandon their tanks, so that all forces can 
  retreat through the narrow maintenance ducts. Otherwise, 
  they fight on until a conclusion is reached. The Severan 
  Dominate troops try to avoid destroying either the airlock 
  or the pressure wall, but they do attempt to prevent their 
  opponents from escaping through the airlock. If Imperial 
  forces successfully activate the airlock, a ten-man squad of 
  secessionists withdraws from the battle, and moves through 
  maintenance passages to the other side of the pressure wall. 
  They attempt to continue the battle against any isolated forces 
  on the far side of the wall. 
   
  
  II: Something 
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  71
  traps, particularly ones that focus on breaking an enemy’s mag-
  seal with the exterior hull or damaging the surface of an enemy 
  void suit. In response, the Player Characters could scramble 
  to devise ways to repair a suit or to rescue their companions 
  before they can be lost beyond their reach. 
  At the dump
  Scouting reports have identified the location of a Severan 
  Dominate munitions depot located relatively near the battle 
  lines. At this time, the facility remains within a contested 
  area, but it is not believed that the depot is actively manned. 
  Regimental command has requested that a Tech-Priest evaluate 
  the facility as soon as possible. The hopes are that at least some 
  of the munitions can be extracted and added to regimental 
  stores. This could both reduce the munitions available to the 
  foe while also increasing the regiment’s overall assets.
  Due to its relatively insecure location, command wishes 
  to send out a small force to accompany the Tech-Priest. 
  The concern is that a larger group is far more likely to draw 
  attention that a single squad might avoid. The lieutenant 
  presents the mission to the Player Characters. When he has 
  concluded the briefing, the lieutenant thanks the Player 
  Characters for “volunteering” for this mission and commends 
  their enthusiasm and dedication to the Imperium of Man.
  The primary mission objective is to escort the Tech-Priest 
  to the depot so that he can assess and inventory the munitions 
  present, and then report those data back to regimental 
  command. One secondary objective is to retrieve any readily 
  transportable munitions, which are in higher demand for the 
  regiment. This includes ammunition for both flamers and melta 
  guns. Another secondary objective is to avoid enemy contact, 
  or at least eliminate any enemies encountered before they can 
  report. Regimental command is justifiably concerned that if 
  the Imperial forces attempt to occupy the depot, the Severan 
  Dominate might begin the process of transferring all of the 
  supplies to a more secure storage location. For mission 
  assignment gear, the squad is issued an automated hauler-
  cart, which can be used to transport supplies. The cart 
  can accommodate up to a ton of mass. While it is 
  atmosphere supply and pressure were rapidly exhausted.
  Initial exercises should focus on refining the Guardsmen’s 
  abilities to function in the vacuum environment more than 
  on the star fort’s defenders. As they improve their knack in 
  the environment—represented by the decrease in penalties 
  rather than gaining any skill—missions could include 
  some exploratory efforts towards more distant parts of 
  Lycurgos. This could reveal just how severely the battles 
  have affected the secessionists. 
  Evidence of the damages could include empty barracks—
  which include obviously abandoned personal effects, 
  surprisingly large stores of personnel supplies, or even a 
  gathering of secessionist soldiers bowed in deep prayer, 
  begging the Emperor for deliverance. At the Game Master’s 
  discretion, it could be made clear that the war has also seriously 
  impacted the lives of many civilian labourers who work 
  within the star fort’s facilities. Many have lost their homes 
  with the destruction of one docking arm and the capture of 
  another. All have been forced to work extreme hours in the 
  many manufactorums located throughout Lycurgos. 
  All of these expeditions must incorporate some degree of 
  risk as well, in addition to any revelations about the enemy. 
  Key among these should be the dangers inherent in existence 
  beyond the safety of a vessel. During early expeditions, 
  guardsmen might be launched into the void of space due to 
  a misstep or when some portion of the star fort is briefly 
  reconfigured. As missions progress, additional complications 
  might arise, including issues with void suits, enemy fighter 
  strafing runs, or even air locks that are malfunctioning or 
  trapped. The void should represent a significant and constant 
  threat that the Player Characters cannot ever afford to ignore.
  When the secessionists inevitably become aware of the 
  void-based reconnaissance, they must respond. The nature and 
  potency of this response should be largely subject to Game 
  Master discretion. The traitors are unlikely to engage the 
  guardsmen in a protracted fire fight upon the surface of the star 
  fort. The enemy recognises that they are ill equipped to pursue 
  direct confrontations against foes that are more comfortable in 
  such an environment. However, they are willing and able to set 
   
  
  II: Something 
  72
  interspersed with discharged ones, without consideration for later 
  sorting. In addition, different types of munitions are interspersed 
  with no concern for safety. A collapsed stack could easily trigger 
  a spark from a charge-pack, which could ignite a leaking flamer 
  canister. Any characters that assist the Tech-Priest—who asks for 
  and expects their aid—must be extraordinarily careful. 
  During the course of their inventory, three ten-man 
  squads of Severan Dominate soldiers (see page 120) arrive 
  at the depot. Their intent is simply to drop off their empty 
  ammunition packs and grab fresh ones from the depot. Of 
  course, given the condition of its inventory, this is hardly 
  a speedy process. Believing that the facility is secure, the 
  arriving soldiers make no attempt to conceal their approach. 
  They are fairly raucous in the hallway. From the sounds of 
  their conversation, it should be clear that they are returning 
  from a challenging, but successful, mission. 
  At this point, the Player Characters must decide how to 
  respond. Their uniforms clearly distinguish them as Imperial 
  Guardsmen, but there are adequate secessionist uniforms located 
  in the depot for a quick swap. Alternatively, the Guardsmen 
  could hide, set a trap, or attempt an ambush. The largest concern 
  is what measures they might take to ensure the Tech-Priest’s 
  safety, as well as considering how they could deal with a force of 
  secessionists that significantly outnumbers them. 
  The outcome of that encounter likely sets the tone for the 
  remainder of the scene. If the Guardsmen are forced to beat 
  a hasty retreat, the enemy might continue to enclose them, 
  attempting to trap them far from secure lines. Note that the 
  squads they encountered at the depot had nearly exhausted 
  their available ammunition. Resupplying from the depot is 
  hardly a swift affair, given the haphazard distribution of the 
  full and empty ammunition packs there. They might simply 
  experience a harrowing chase as they attempt to hurry the 
  Tech-Priest through the maintenance shafts, while trying to 
  delay their pursuers for as long as possible. 
  largely self-propelled, the hauler’s machine spirit is not capable 
  of determining its own route or orders. The Player Characters 
  must direct the relatively sluggish hauler. 
  The journey to the munitions dump need not be particularly 
  challenging. As long as the squad follows the instructions 
  provided during their briefing, they need not encounter 
  any enemy forces. The route has been well scouted and 
  takes advantage of a circuitous route through maintenance 
  ducts. It is slow going, but otherwise safe. Even the Tech-
  Priest assigned to the mission is relatively cooperative. He 
  is not interested in engaging in combat, nor does he have 
  any particular desire to 
  study the station’s 
  architecture. He simply 
  wishes to complete 
  the mission in as timely a 
  fashion as possible, so that 
  he can return to his normal 
  regimental responsibilities.
  The first complication occurs 
  when the characters safely reach 
  the munitions depot. As it turns out, 
  supplies have been repeatedly deposited 
  at the location with little thought for 
  organisation or inventory. A wide variety 
  of disparate munitions have simply been 
  tossed into large baskets. Fully 
  charged packs are 
   
  
  II: Something 
  Wicked Lurks
  73
  the mission’s successful debriefing. For this same reason, they 
  are discouraged from even eliminating targets of opportunity, 
  unless those targets are clearly officers or critical supplies. The 
  secessionists are certain to realise that any losses are associated 
  with enemy activity, leading to the recognition of successful 
  scouting activity.
  As part of their mission assignment gear, the lieutenant 
  provides a map of maintenance shafts leading to the target 
  area. If the Player Characters command a platoon or larger 
  group, the entire unit is assigned to target a large, interlinked 
  region. That way, the squads can rely upon another in 
  the event of a catastrophic situation. Vox silence is to be 
  maintained, unless the unit is clearly doomed or an absolutely 
  vital piece of intelligence is uncovered. Additional mission 
  assignment gear includes a climbing harness, an auspex, a 
  multikey, and a grapnel & line. 
  The journey through the maintenance shafts can be 
  as easy or difficult as the Game Master chooses to make it. 
  Severan Dominate soldiers have certainly planted numerous 
  traps throughout the regions that interconnect between the 
  Imperial and secessionist sections of the star fort. These are 
  dangerous both in the physical threat they represent, but also 
  the noises triggered by any explosion. In addition to guards in 
  the corridors, the secessionists also use dozens of servo-skulls 
  to patrol their facilities. These devices are equally capable of 
  reporting any intrusion, though the majority of them are not 
  equipped to engage in combat. 
  When searching their designated region, the Guardsmen 
  discover a huge secessionist medicae. Within it, hundreds 
  of wounded Severan Dominate soldiers and officers are 
  heavily bandaged and medicated. All of the injured enemies 
  have sustained wounds that require healing time before 
  cybernetics can even be installed. Between their grievous 
  wounds and their medication, the enemies are completely 
  incapable of defending themselves. Medical charts posted at 
  the end of each gurney list the patient’s name, rank, and field 
  of expertise. Medical servitors are currently tending to the 
  wounded at the time the Player Characters arrive. These 
  automatons effectively ignore the Guardsmen, unless 
  they show clear signs of serious wounds.
  The Player Characters must decide how to 
  deal with the wounded enemies. They can 
  easily perform summary executions, 
  especially of the officers, whom 
  their orders already allow for 
  the medicAe
  Regimental command has begun to recognise that they are 
  making progress against the Severan Dominate. The number 
  of attacks launched against the secured docking arm has 
  markedly decreased. Encounters with the secessionist forces 
  have shown a decreased number of defenders and even 
  those defenders have not been optimally equipped to fight 
  the threats they face. This could be a sign that the resistance 
  effort is beginning to falter.
  With this in mind, the commanding officers have 
  decided that the next step in the attack must be carefully 
  calculated. Before they can attack, they need to have a 
  solid understanding of the enemy’s disposition. This is 
  challenging in part because they still do not have a complete 
  map of Lycurgos. A further complication seems to be that 
  intelligence gathered from prisoners has been inconsistent. 
  In many cases, the information has proved out-dated, 
  suggesting that the secessionists are rapidly reorganising 
  their deployment and may be moving some of their facilities. 
  Other intelligence has proved to be little more than a setup 
  for an ambush. The interrogators generally believe that 
  their methods were secure. This suggests to the Spinward 
  Front High Command that at least some of the information 
  extracted is provided to the enemy officers as false leads, 
  which can later be used to trap Imperial forces.
  Regimental Command has concluded that the only 
  reasonable response is to increase the number of scouting 
  missions. To expedite this process, they are splitting companies 
  into squads, and sending them to perform reconnaissance 
  missions. Many of these groups are assigned areas based upon 
  information acquired through interrogation, but others are sent 
  to target regions that have not been included in those reports. 
  The officers suspect that success now hinges on accurate 
  and current intelligence information.
  In assigning the mission, the lieutenant makes it clear 
  that the highest priority at this stage is to identify the enemy’s 
  disposition and all available assets. At the same time, it is vital 
  that the Guardsmen avoid detection. Based upon previous 
  indicators, it is clear that the secessionists are willing and able 
  to quickly reorganise the way they have their facilities set up. 
  If the enemy becomes aware of any successful scouting 
  missions, it is extremely likely that the mission data 
  will be irrelevant within hours of 
   
  
  II: Something 
  74
  Until that time is reached, the traitors are willing to be 
  as cooperative as necessary in order to assure a successful 
  infiltration. In their minds, there is no unacceptable level 
  of sacrifice to attain their goal. At this point, the traitors do 
  not yet bear any obvious marks of their newfound unholy 
  allegiance. The only way to truly detect their treachery 
  would be with a telepathic scan. In the event that a psyker 
  is on hand to accomplish this feat, the traces of heresy and 
  contamination become obvious. Otherwise, the treachery 
  should be extremely challenging to uncover. 
  If any of the prisoners are returned to the Imperial Guard 
  camp for later interrogation, Game Masters should simply keep 
  a note of this fact. The cultist presence within the camp affects 
  the events of Chapter III. There are no further repercussions 
  for the Imperial forces during the remainder of this Chapter.
  NOTABLE CHARACTERS
  The following NPCs play important roles as the Imperial 
  Guard begins to expand its control of Lycurgos.
  cAptAin mordecAi horAtio
  The captain is an accomplished Imperial Navy flight commander 
  whose squadron of attack craft has been temporarily attached 
  to the Imperial Guard forces. He is available to offer counsel 
  in any planning sessions that involve attacks on the station’s 
  exterior or that could affect the ongoing battle between the star 
  fort and the Imperial Navy. The captain is void born and has 
  little patience for those who do not inherently understand the 
  dangers and inherent nature of life aboard a spacecraft or star 
  fort. He is also extremely arrogant about the role he plays as a 
  pilot, considering himself far more important than the menial 
  soldiers of the Imperial Guard. In a tactical discussion, he is 
  always more willing to suggest near-suicidal infantry actions 
  than he is to put his precious spacecraft in danger.
  compAny commAnder 
  grigory KuLiKov
  Many of the scouting missions involve a close interaction with 
  members of the Void Shrikes. During the planning stages, the 
  commander plays a critical role as he accepts the responsibilities 
  assigned to his companies, or attempts to secure additional work 
  for them. His forces are also critical in helping to train the Player 
  Characters’ regiment in working beyond the bounds of their 
  vessels, for any missions to areas where gravity or atmosphere 
  might be compromised. The commander is respectful of his 
  allies, but is very slow to accept that they could have any 
  competency in matters that he considers his field of expertise. 
  destroying. Alternatively, they could try to capture any of the 
  patients, with the intentions of interrogating them later. Some 
  psykers might even be able to scan their memories, though 
  the haze of strong sedatives may add a degree of complexity 
  to any such efforts. Even if the patients were captured and 
  brought back to the regiment’s base for questioning, it is not 
  necessarily clear if they would survive the journey or if the 
  regiment would be willing to expend resources to keep the 
  wounded enemies alive.
  beg ForgiveneSS
  This scene is intended as an interlude, for a portion of a 
  larger mission. Game Masters can incorporate it into one 
  of the previously detailed missions, or interject it into one 
  of their own design. It is intended to hint at the desperate 
  circumstances that the secessionists currently face, but it can 
  also inadvertently offer complications for later scenes. This is 
  the first real hint of the Warpsmith’s (see page 136) actions 
  within the star fort’s core.
  Ideally, this scene should be inserted into a fire fight, preferably 
  one where the Player Characters are outnumbered and in fear 
  for their lives. Ideally, the enemy force should be no larger than 
  a platoon. Anything larger than that may seem unreasonable, 
  depending upon the scope of the engagement. Just as the 
  situation seems exceptionally dire, the secessionists suddenly 
  drop their weapons and offer an unconditional surrender. 
  This is certain to raise the suspicions of the Player 
  Characters. After all, the opponents appeared to be in a 
  superior tactical position at the time of their surrender. 
  Regardless of the techniques that the Guardsmen use to 
  secure the enemy, the secessionists make no efforts at all to 
  resist. They accept corporal punishment, and even willingly 
  let some of their allies be executed. If questioned, they explain 
  that recent events have suddenly brought into clarity the 
  fallacies of the path they have been following. The leader of 
  the secessionists offers to provide detailed information about 
  the Severan Dominate forces and resources, but is only willing 
  to present this information to a commanding officer—under 
  no conditions does he agree to do this over vox nor does he 
  accept the rank of any of the characters present.
  The apparent secessionists are attempting to get at least 
  one member of their group into the Imperial Guard camp. 
  They do not have any unusual gear, nor is it their intention 
  to unleash any sort of direct military action. This is because 
  these soldiers are not, in fact, still devoted to the Severan 
  Dominate. Instead, these are soldiers who have fallen 
  prey to the corruption of the Warpsmith and the Ruinous 
  Powers. They believe that if they can infiltrate the Imperial 
  encampment, they might be able to sow a great deal of chaos 
  and disrupt the Imperial Guard’s headquarters at a time most 
  convenient to their cause.
   
  
  II: Something 
  Wicked Lurks
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  A NEW BRIEFING
  The scene begins as word filters through the Imperial Guard 
  ranks that there is a change of plan. All units assigned to 
  explore the orbital station are recalled to the secured 
  docking arm. Any plans for offensive missions are abruptly 
  halted. Assignments to build additional structures, inventory 
  equipment, or patrol the base are halted pending revised 
  orders. Even the number of soldiers manning the defensive 
  fortifications are reduced to half, as the command staff begins 
  the process of freeing up soldiers for revised duties.
  This initial process only takes a few hours, but it is ample 
  time to cause confusion and a significant uptick in the 
  rumours that circulate throughout the encampment. Some 
  soldiers speculate that the Imperial forces are pulling out 
  from the star fort. A few believe that the secessionists might 
  have surrendered—some even begin premature unauthorised 
  celebrations. The more experienced troops take the abrupt 
  shift as a sign that there has been a change at the command 
  level, and fear that their regimental officers have been killed. 
  Rumours circulate like wildfire, especially as soldiers return 
  from assignments and stand idle when officers are unprepared 
  to debrief them. In short order, the encampment should feel 
  more crowded than it has ever felt. Confusion begins to reign, 
  as all of the soldiers and line officers effectively do nothing, 
  instead awaiting revised orders.
  Unless the Player Characters are officers commanding at 
  the company level or higher, they are not initially privy to 
  the truth of the matter. Regimental command only recently 
  completed its formal discussion with the Imperial Navy 
  about the change in strategic direction. Orders were given 
  to recall all soldiers to the encampment at the same time as 
  the Imperial Navy vessels and attack craft began to move into 
  position. It was only after those orders were issued that the 
  General 
  Constantine
  “Heresy is a hydra with ten thousand heads. Cutting off one 
  is never enough to truly slay a beast that would turn from the 
  Imperium of Man.”
  –Commissar Horace Barrgraves
  I
  ntelligence has confirmed that General Frederique 
  Constantine remains aboard Lycurgos. If the Imperial Guard 
  could successfully eliminate or even capture him, it could 
  play a major turning point in the war for control of Warzone 
  Epsilon. As the overall commander of all Severan Dominate 
  forces in the system, he is extremely familiar with all of the 
  enemy’s resources and their overall disposition. Even if he 
  refuses to surrender that information, his loss could certainly 
  disrupt all of the secessionists’ plans and strategies.
  Beyond the Lycurgos, the Severan Dominate have only 
  limited orbital assets in the system. The Imperial Navy vessels 
  currently have a significant upper hand. Imperial Navy 
  command has committed several vessels and their wings 
  of attack craft to establish a blockade against the star fort. 
  While this is likely to have a significant cost in terms of both 
  personnel and starships, the hope is that a quick strike could 
  substantially decrease the time required to gain control of the 
  star fort and the system. Currently, any craft that leave Lycurgos 
  must pass through a hastily assembled embargo. Analysts for 
  both the Imperial Navy and the Imperial Guard agree that 
  the general is unlikely to personally risk travel through the 
  embargoed regions. The Imperial forces aboard the star fort 
  must now attempt to capture the general before he can bring 
  in reinforcements from elsewhere. 
  With this information and support, the Imperial forces 
  aboard Lycurgos have altered their strategic focus. Instead of 
  attempting to secure the station, they are beginning to move 
  to capture the enemy general. This substantially changes 
  their current objectives and overall strategy. A relatively 
  patient war effort has been suddenly accelerated, and 
  the overall scope has been substantially narrowed. Every 
  available asset is now committed to finding and attempting 
  to capture the enemy general.
  roLe And regiment
  If the Player Characters are sufficiently high-ranking 
  members of their regiment, they may find out about 
  the change in strategy at an early stage. If they have 
  somehow earned command of a company, they could 
  even interact directly with their regimental commander 
  to discuss the revised strategy. In this instance, the 
  scenes would need to be adapted to accommodate any 
  changes in strategy from those outlined as existing.
  Regiments that are heavily dependent upon vehicles 
  must explore the star fort in a different fashion than 
  those that consist primarily of foot soldiers. Transports, 
  tanks, and even Sentinels  cannot fit through the 
  station’s maintenance shafts. Some structures—
  especially makeshift bridges used to span chasms—
  are certainly not capable of supporting the weight of 
  a vehicle. For the most part, additional complexities 
  should arise as the Player Characters complete their 
  scouting missions. This is partly because the early 
  resistance should pose little threat to Imperial Guard 
  vehicles, though they offer a meaningful danger to 
  typical dismounted soldiers.
   
  
  II: Something 
  76
  Enemy engagements are to be avoided whenever possible. 
  Because of the plans to diffuse the regiment throughout the 
  star fort, it is very likely that Imperial Guard units might 
  be outnumbered in any encounter. Unless another target is 
  identified which seems to be an exceptionally high priority, 
  Imperial forces are expected to give ground rather than 
  engage the enemy. In these situations, the locations of massed 
  forces must be identified, so that reconnaissance in force may 
  be conducted at those locations. 
  Securing any Severan Dominate assets for Imperial Guard 
  usage is considered a tertiary mission objective. This is only to 
  be attempted if the equipment appears to be fully functional 
  and it can be secured with a minimum of risk. Enemy wargear 
  that cannot be secured may be destroyed, but only if the act 
  of destroying it is unlikely to draw significant reprisals.
  Speed is a significant priority in this mission. Regimental 
  command is uncertain how long the Imperial Navy’s blockade 
  of the star fort can last. When it falters, the general could 
  have an opportunity to escape. The regiment must locate and 
  capture their target before that can happen. Otherwise, the 
  mission is certain to fail.
  Each squad is issued an auspex, a vox, a multikey, and a 
  lascutter. Squads are expected to make due with their typical 
  armaments, as combat is not a primary focus of this mission. 
  Any squad that has reason to believe their target location 
  is likely to be vented into the abyss may request void suits 
  as part of their gear. If the supply depot has sufficient suits 
  available, these are allocated in the order of requests, subject 
  to review and approval of the supply officer.
  The platoon’s target location is within the star fort’s central 
  core. The regiment has assigned them to the central core that 
  begins near the damaged docking arm. The individual squads 
  are to coordinate with the lieutenant, regarding the order 
  in which regions are to be searched, and the exact methods 
  involved in assigning each area to each squad.
  After the Player Characters have discussed their strategy 
  and target location with the lieutenant, the scouting can 
  begin. The mundane portion of the scouting is not described 
  in detail. In general, the characters can freely encounter 
  small groups of Severan Dominate soldiers. For the most 
  part, the enemy soldiers are also reluctant to engage the 
  Imperial Guard forces. In fact, they often turn to flee as 
  soon as contact is made. Supplies—especially food and 
  ammunition—are clearly in short supply. The labourers who 
  work in Lycurgos’s many facilities are frightened, insisting 
  that the secessionists have been fleeing without explanation. 
  Many areas are abandoned, though there are clear signs of 
  combat throughout the star fort.
  company commanders were brought into a meeting with 
  regimental command for a high-level briefing on the new 
  orders. This meeting takes more than three hours, as every 
  company commander needs to clarify the precise role played 
  by the soldiers under his authority.
  Only after that meeting is completed do the company 
  commanders meet with their platoon commanders to brief 
  them about the revised strategies. Each of these meetings 
  also takes several hours. Consequently, an entire eight-hour 
  shift passes before platoon commanders are informed and 
  prepared to brief their soldiers about the revised assignments. 
  During this time, the Commissars work tirelessly to maintain 
  order within the encampment, as unassigned soldiers begin 
  to stir up mischief. Game Masters are encouraged to use their 
  imagination to devise an assortment of challenges within the 
  encampment at this time. Oddly—at least from the Imperium’s 
  perspective—the secessionists do not take any action against 
  the Imperial Guard.
  The Player Characters must wait until the briefings have 
  informed all of the officers that are responsible at a higher 
  command level than their own. When their turn finally 
  arrives, read or paraphrase the following:
  The lieutenant surveys the assembled platoon with a tired but 
  determined look upon his face. Laud-hailers mounted on his 
  podium blare Imperial anthems, as he prepares himself to speak 
  to the assembled group in the temporary briefing room. He 
  holds up a dataslate, and his eyes track across it, as he hurriedly 
  re-reads it. From his facial expression, you’re certain that he’s 
  dumbfounded by what he sees. After another moment, he silences 
  the music mid-crescendo, and speaks. “It seems that the secessionist 
  general is currently trapped with us aboard the star fort. We’re 
  to drop all other activities, devoting our entire force to finding 
  and capturing him. We need to take him alive, if possible.” He 
  then begins distributing picts of the general throughout the squad. 
  “The first step is scouting out every inch of the station, avoiding 
  direct combat wherever possible. Questions?”
  The lieutenant sketches out the details of the mission to 
  all of the platoon members. The platoon is to be divided up 
  into squads. Regimental command is working from reference 
  maps of the entire station. Each platoon is assigned a region 
  to search, in the hopes that they can find the general as 
  quickly as possible. Individual squads are to search areas near 
  one another, so that they can move in to support one another. 
  The primary objective for the mission is to identify the 
  current location of General Constantine. If he is vulnerable, 
  then the Imperial forces are to spare no expense in capturing 
  him alive. Intelligence expects the General to be accompanied 
  by a significant force of Severan Dominate soldiers at all 
  times. Unless he is isolated from these troops, any squads that 
  identify the target should call other squads for assistance until 
  an overwhelming force can be assembled. Once he is located, 
  squads must attempt to constantly monitor his location, lest 
  he be permitted to escape prior to capture.
   
  
  II: Something 
  Wicked Lurks
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  unpLAnned mAintenAnce
  During the course of their scouting, the squad discovers a 
  group of roughly twenty servitors actively working on one 
  of the rooms. This room is one that the squad must search 
  for any signs of enemy activity or clues that could lead to 
  the general. The area appears to have been a maintenance 
  facility prior to the construction work, and measures 
  fifteen metres by twenty metres. A drop ceiling had been 
  set in place three metres above floor level. There are four 
  doorways from the room. 
  Large pipes for ventilation connections are visible 
  where ceiling panels have already been removed. Massive 
  pipes filled with water and coolant remain in the room, 
  and liquids observably flow through some of them. As the 
  squad watches, servitors are busily stripping the room of 
  all equipment. This includes the sundry machines and light 
  maintenance equipment stored in the room, but soon turns 
  to actually dismantling the bulkheads and removing the 
  wiring behind them.
  Each time a servitor removes a large object, it exits the room, 
  carrying the object with it. Roughly fifteen minutes later, the 
  servitor returns to continue its work. Between the number of 
  servitors and the amount of work, they are constantly cycling 
  through the area disassembling all of its equipment. Smaller 
  pieces—bits of wire, loose bolts, and similar items—are 
  tossed into a bin. Each time this bin is filled, a servitor 
  transports it out the same doorway.
  If the Player Characters have successfully captured a 
  Severan Dominate officer prior to this scene, it improves their 
  available intelligence at this stage. Any officer who willingly 
  surrendered assists by indicating the regions of the star fort 
  where the general had kept his quarters at the time of his 
  capture. The more recently the prisoner was taken, the more 
  likely that information remains accurate. If the Guardsmen 
  were the ones to secure this information, then they can be 
  reassigned to the region that their informant recommends 
  they search first. Travel to that location should not be trivial, 
  and can still include the scenes described below prior to the 
  unit finding the general. 
  As the squads split up to search the station, they make 
  extensive use of the vox systems to communicate with High 
  Command. Many of the transmissions take place on open 
  channels. In spite of their orders to avoid conflict, many of 
  the squads are forced into battles that they do not seek. At 
  irregular intervals—roughly two to three times per scene—
  Game Masters should roll on Table 2–2 Incoming Vox 
  Transmissions or just choose an interesting message. On 
  hearing the broadcast, the Player Characters can decide if 
  it is appropriate to alter their current approach to scouting. 
  Table 2–2 Incoming Vox Transmissions
  d10 
  Roll
  Message
  1
  The vox broadcasts screams of humans in agony, and then a burst of static. The command operator comes on 
  the line, but is unable to raise any response from whatever squad sent the initial transmission.
  2
  A squad requests immediate heavy backup. A Severan Dominate Stormlord has their platoon pinned down.
  3
  Several reports filter in that a platoon has discovered empty secessionist sleeping quarters. The area appears to 
  be hastily abandoned, suggesting that they have moved their base recently.
  4
  Several squads report in that locations set up as enemy defensive fortifications appear to be abandoned. All 
  indicate that emplaced heavy weapons have been left behind at the fortifications. 
  5
  A platoon commander reports heavy resistance on deck Epsilon. He recommends that squads attempting to 
  avoid direct conflict stay away from that area, until a larger reconnaissance force is assembled.
  6
  The sounds of sustained lasgun fire come over the vox, as a squad reports in asking for support. He indicates 
  that his unit has identified what appears to be a high-ranking secessionist officer, though the physical 
  description is not consistent with the general’s. Moment’s later, command denies the request for support and 
  orders the soldiers to withdraw.
  7
  A squad reports that they discovered several hundred of the star fort’s labourers cowering in a maintenance 
  area. The labourers fled when discovered; the guardsmen did not pursue. 
  8
  A very frightened man—who identifies himself as a lieutenant—reports in that his platoon has just completed 
  scouting manufactorum designate Gamma-394. The location is littered with the badly mangled corpses of 
  thousands of labourers. None show lasgun wounds.
  9
  An out of breath vox operator—clearly running while transmitting—gasps out a report that his unit has 
  encountered a previously unidentified walker vehicle. The unit has suffered heavy casualties, in spite of its best 
  efforts to avoid a direct confrontation. The enemy did not bear Severan Dominate markings. The transmission 
  abruptly ends with a burst of static.
  10
  An inhuman voice begins chanting an arrhythmic, repetitive phrase over the vox in a foreign tongue. After 
  several repetitions, the sound is abruptly squelched. A Commissar’s voice transmits moments later, ordering 
  anyone who heard the chanting to immediately forget it.
   
  
  II: Something 
  78
  If the Player Characters ask about their duties, the servitors 
  simply report that they are performing their assignment 
  as ordered, and rattle off the name of a Tech-Priest who 
  assigned the duties. Overriding the servitors’ instructions 
  requires success on a Difficult (–10) Tech-Use Test. The 
  Test represents deciphering the level of authority necessary 
  to countermand the servitor’s current orders. Once this is 
  deciphered, the same command can be issued to any of the 
  servitors. After which, they may be issued a new set of orders. 
  The servitors do not know what is being done with the 
  materials that they are removing from the star fort, nor do 
  they know why these materials were targeted. They are 
  simply acting in accordance with the directives that they have 
  been given. The Tech-Priest who provided the instructions 
  had sufficient authority to issue them, and they complied as is 
  consistent with their underlying directives. 
  To try to better decipher the servitors’ actions, the 
  Guardsmen can either follow active servitors or request one 
  of the ones whose commands were countermanded to lead 
  them to the site where the materials were taken. This requires 
  a several minute long trip through the star fort’s passages. 
  Along the way, they see a number of other servitors either 
  carrying components in the same direction they travel, 
  or heading back from their destination, presumably to 
  disassemble other portions of the star fort. The orders for any 
  of these servitors may be countermanded in the same way as 
  described above.
  As the characters approach their destination, they hear the 
  sounds of a large active machine that is not running smoothly. 
  The noise of a blustering machine, with the occasional misfire, 
  is even louder than the noise from the star fort’s atmospheric 
  processing systems. A strong smell of chemical smoke is also 
  in the air, and vision is slightly hazy from it. The smoke even 
  has a somewhat oily feel to it. The cramped corridor ends at 
  an open hatchway. The source of the noises and smoke are 
  clearly coming from the room beyond.
  When the Guardsmen examine the room, read the following: 
  A large form moves in thrashing, jerky motions. Its mechanical 
  spider-like limbs clamouring on the decking as it struggles 
  to stand. With each halting motion, foul ichor drips from its 
  joints and sizzles on the decking. A stylised mask of polished 
  steel rests atop the bulky frame of the vile construct’s torso, the 
  inanimate lines of its tortured face seeming to twist and writhe 
  as it screams in what can only be described as the agony of birth. 
  Faintly glowing sigils stand out from the dull metals of the thing’s 
  armoured plating, symbols and runes so foul that your eyes water 
  and burn from simply beholding them. 
  All about the struggling creature, servitors labour diligently. 
  Mindlessly, they collect materials from the heaps of scrap and 
  salvaged machinery they have been gathering from the mass of 
  the star fort itself. The frames of two more mechanical beasts 
  lay, partially constructed, deeper into the chamber. Servitors toil 
  about these half-made monstrosities, affixing armoured plates 
  and connecting fibre bundles. No loathsome runes yet mark these 
  machines, and neither stirs with the unholy life of the first. 
  If the squad patiently watches for long enough, the room 
  is completely stripped bare, including the control panels for 
  the atmospheric and waste recycling systems. Any characters 
  observing may attempt a Routine (+10) Tech-Use Test. 
  Should they succeed, they recognise that the servitors are not 
  specifically removing damaged equipment. They are also not 
  making any effort to repair anything. Instead, the machines 
  and structures that they are disassembling appear to have 
  been completely intact and functional prior to the work. If 
  this process is permitted to continue unabated, the star fort 
  is certain to eventually sustain some degree of damage. As it 
  stands, without this maintenance room, the air recirculation to 
  this region is certain to function much less efficiently. If other 
  servitors are performing similar functions in other parts of 
  Lycurgos, it is possible that the atmospheric processing or waste 
  recycling systems could already be significantly damaged.
  The servitors do not interact with the Guardsmen of their 
  own accord. They are specifically focused upon their work of 
  disassembling the room and carrying its components deeper 
  into the star fort’s central core. Unless the Guardsmen go 
  out of their way to interfere with the servitors, they simply 
  continue their work, transporting the components out of 
  the room after they are disassembled. They do not use force 
  against the Player Characters. If their route from the room 
  is blocked, they use a different exit and an alternative 
  path. If all exits are blocked, they wait patiently until 
  one opens. 
   
  
  II: Something 
  Wicked Lurks
  79
  truSt nothing
  Throughout their explorations of Lycurgos, the Guardsmen 
  frequently encounter servitors at work. This should be a 
  consistent theme. Some of the automatons are at work within 
  the Imperial controlled portion of the star fort, performing 
  routine maintenance and securing the regiment’s equipment. 
  Others are operating under the authority of the Severan 
  Dominate. In general, these perform the maintenance 
  necessary to keep the star fort operational. Normally, this 
  would repair the damage that occurs over the massive 
  installation’s millennia of continual operation. With the 
  ongoing war for control, their efforts have been substantially 
  increased, as they must constantly repair structures damaged 
  by stray weapons fire. In many cases, they have also had to 
  perform repairs to atmospheric systems, compromised by the 
  atmospheric venting as well as the smoke and other chemicals 
  released by weapons fire. 
   The servitors should not be an uncommon sight. 
  They are the very backbone of Imperial maintenance 
  efforts. For the most part, the Guardsmen are inured to 
  their presence. Work crews are normally just a part of the 
  typical background operations within every facility. If this 
  encounter takes place after the Unplanned Maintenance 
  (see page 77), the Player Characters may be exceptionally 
  wary. After a battle with a Daemon Engine, such concern 
  could certainly be justified.
  What the Player Characters have witnessed is a newly-
  created Defiler (see page 141) struggling to come on line. The 
  frames of two other partially constructed Defilers are nearby. 
  Servitors are busily labouring to modify Imperial Guard 
  vehicles, using the star fort’s components, so that the frames 
  more closely resemble the mechanical portion of a Defiler. 
  If the Daemon Engine becomes aware of the Player 
  Characters, it immediately moves to engage them. Consumed 
  with fury, it does not cease its attack until they are destroyed. 
  The hideous machine is too large to physically fit into the 
  corridor from which the Guardsmen entered the work space. 
  If they retreat into it, the newly-created Defiler uses its ranged 
  attacks against them as it tries to rip apart the hatchway 
  to enlarge it. This is a time consuming process, especially 
  considering that the hallway beyond is also too cramped for 
  the enormous heretical entity. 
   After the characters flee or defeat the machine, command 
  officers are surprised and horrified by the reports. Additional 
  forces are readily allocated to purge the heretical machine, 
  as well as the area where it was constructed. As the regiment 
  continues to scout the star fort, similar reports of other 
  hellish constructs begin to filter through the vox network. 
  Enginseers and Ministorum clerics are sent to safeguard the 
  machine spirits and souls of all involved. NPCs among the 
  platoon guess that the Severan Dominate forces have finally 
  revealed their true nature and are now revealing their hidden 
  allegiance to the unholy. 
   
  
  II: Something 
  80
  After the collapse, the murder servitors attempt to quickly 
  eliminate foes. They initially concentrate their attacks and fire 
  against the characters and vehicles that represent the greatest 
  obvious threats. They have no concerns for morale, damage 
  to comrades, or to themselves. Instead, they fight mercilessly 
  to the brutal end, until all are destroyed or their foes are 
  vanquished. If the Guardsmen attempt to flee, the murder 
  servitors pursue to the best of their ability. Their strategies 
  are mindless and unaffected if the soldiers manage to bring 
  reinforcements to the conflict.
  If the squad reports this encounter over the vox network, 
  orders are issued to eliminate any servitors encountered within 
  the star fort from this point of the battle onward. They are 
  henceforth to be considered hostile targets. Units should use 
  ranged weapons to attack, and only approach once all signs 
  indicate that the targets have been completely incapacitated. 
  The regimental command recognises the objections that 
  Tech-Priests might take to this approach, but the risk to 
  the regiment overrides those concerns at this time. Orders 
  also indicate that the servitors located within the Imperial 
  encampment are to be shut down at this time, and left 
  inactive until further notice. Tech-Priests that remain in the 
  encampment are ordered to begin the process of deactivating 
  all servitors immediately.
  To offset this concern, Game Masters are encouraged 
  to have the squad notice several routine servitor groups in 
  action as they scout. Calls for Routine (+10) Tech-Use 
  and Routine (+10) Awareness Tests are appropriate at 
  this stage. If they should succeed, the characters recognise 
  that the star fort is clearly in need of repair, and it is 
  perfectly reasonable for the units to be undertaking these 
  efforts. Most of the teams number four to eight servitors. 
  In the less important encounters, their actions are clearly 
  recognisable. Some are buffing out weapons damage 
  to bulkheads. Others are replacing conduits that have 
  been destroyed, or support structures that show signs of 
  deterioration. A few could be replacing broken lumen 
  globes, or adjusting ventilation grates and ducts. These 
  are clearly routine maintenance procedures. 
  The moment of interest occurs when the Guardsmen spot 
  a larger group of fifteen servitors in transit within one of the 
  star fort’s main hallways. At initial glance, the group appears 
  to be simply moving from one area of the station to another, 
  engaged on some programmed errand. Game Masters should 
  call for a Challenging (+0) Awareness Test. Those who 
  succeed recognise that these are not normal servitors. Instead, 
  they are murder servitors (see page 138). Success reveals the 
  additional weapons that the automatons attempt to conceal 
  within their countless cybernetic attachments.
  If none of the Guardsmen succeed on the Test, then the 
  murder servitors appear harmless. The group may choose to 
  ignore them, bypassing the automatons. Some squads might 
  even attempt to question them about their current assignment. 
  As soon as the Guardsmen either attempt to interact with the 
  murder servitors or have turned their backs upon them, the 
  machines reveal their true nature and attack. All characters 
  must make a Difficult (–10) Awareness Test. Those who 
  fail are Surprised for the first Round of combat.
  The murder servitors are merciless in their attack and have 
  prepared well for the combat. If the Player Characters are on 
  foot, the servitors engage in melee combat immediately. If 
  the Player Characters are mounted in a vehicle, the murder 
  servitors have an ambush in store for them. In this case, 
  during the first combat Round, they trigger a collapse of 
  the corridor’s walls and ceiling. Those piloting vehicles must 
  make a Hard (–20) Operate (Surface) Test to avoid the 
  collapse. Should the pilot succeed, the vehicle avoids damage, 
  reversing at the last moment. Should he fail, the vehicle 
  suffers 3d10+9 Impact Damage to the vehicle’s Rear Armour 
  as the bulkhead collapses onto the top of the vehicle. Should 
  the pilot fail the Test and achieve three or more Degrees of 
  Failure, the vehicle also suffers a Motive Systems Destroyed 
  Damage Condition (see page 285 of the only War Core 
  Rulebook). In this case, removing the vehicle from the rubble 
  requires another vehicle to tow it free. 
   
  
  II: Something 
  Wicked Lurks
  81
  A catwalk encircles the room’s perimeter, suspended two 
  metres from the ceiling. Six control stations on the catwalk 
  are used to control the six mechanical crane arms that are 
  suspended from the ceiling. Each of these arms terminates in 
  a massive servo-arm, which would normally be used to lift the 
  crates and stack them. 
  Two full squads of ten Chaos Renegade Militia (see page 
  351 of the only War Core Rulebook) are hiding in the 
  shadows of the catwalk. The Militia are attempting to hide 
  in the shadows, making an unskilled Easy (+20) Opposed 
  Stealth Test against any Player Characters who search the 
  room. The cultists open fire on the Imperial Guard once 
  the squad has all entered the room, or as soon as any of the 
  Guardsmen fire upon them. 
  If the Guardsmen move to take cover within the crates, the 
  Militia attempt to use the robotic arms to knock over stacks 
  of crates upon them. As the Militia are not skilled in the use 
  of the cranes, their efforts are clumsy at best. The Imperial 
  soldiers may avoid the crates with a move action and success 
  on a Routine (+10) Acrobatics Test. If they fail or do not 
  use the move action to get out of the way, they suffer 1d10 + 
  3 I damage from the crate crashing and shattering upon them. 
  Characters who achieve three or more Degrees of Failure on 
  the Test are pinned beneath a crate, and must succeed at a 
  Difficult (–10) Strength Test or have another character assist 
  them in getting free.
  After five Rounds of combat—or after half of the Militia 
  are slain, whichever comes first—one of the other doors to the 
  storage facility opens. Another squad of ten Chaos Renegade 
  Militia enters through the doors and joins the battle. A Chaos 
  Renegade Psyker (see page 351 of the only War Core 
  Rulebook) leads this squad. He issues orders both to the squad 
  he accompanies as well as those in the catwalks, attempting 
  to coordinate the battle against the Guardsmen. The newly 
  arrived squad moves into the passages between the crates, 
  attempting to use them for cover, while generating crossfire 
  with the soldiers in the catwalk. The psyker exploits his Life 
  Leech and Terrify powers to first enhance his own defences and 
  then render his foes incapable of effective resistance.
  If the psyker is overcome, the remaining cultists attempt to 
  flee. If his followers suffer more than fifty percent casualties, 
  the psyker attempts to flee the battle, commanding any 
  soldiers still in the catwalk to give him time to escape. If 
  the Chaos Militia seem likely to win, they press their 
  advantage mercilessly, as they have no reason to believe 
  that the Imperial soldiers would join their cause.
  cuLtiStS expoSed
  The threat posed by the enemy soldiers is no longer limited to 
  those who have turned to the cause of the Severan Dominate. 
  Instead, the presence of a powerful follower of the Ruinous 
  Powers has begun to sway the traitors to a new cause. As the 
  soldiers have turned, the battle for the station has turned into 
  a tripartite one. The previous battle against the newly-created 
  Defiler was but a warning of the dangers to come, as the star 
  fort erupts into an even more hostile environment for all of 
  the humans aboard. 
  Through this encounter, the reason for the decreased 
  secessionist presence becomes clear. A battle with a group of 
  apparent secessionists seems normal, unless the Guardsmen 
  recognise that these soldiers no longer wear the symbols of 
  their traitorous allegiance. Instead, they wear the ultimate 
  heretical symbol—the eight pointed star of Chaos. As the 
  battle proceeds, more of the newly turned cultists join 
  the fray, hoping to quickly overwhelm the Guardsmen. A 
  Renegade Psyker (see page 351 of the only War Core 
  Rulebook) accompanies this later group. Formerly a Severan 
  Dominate soldier, this fool pledged his soul to the Ruinous 
  Powers and as a result has shattered his mind and unleashed 
  newfound dark powers.
  The scene begins as the characters are scouting through 
  a storage facility. The room is filled with crates containing 
  routine supplies, such as clothing, blankets, and assorted 
  sundries. None of the material is explosive nor does it 
  have obvious combat applications. The room is more than 
  thirty metres in width and sixty metres in length. There are 
  multiple entrances to the room, each the size of a double 
  door. The ceiling is fifteen metres in height. Several Sentinel 
  Powerlifters (see page 134) are stationed throughout the 
  room. The star fort’s labourers normally use these machines 
  to move the crates between stacks, or transfer them to other 
  locations as ordered or needed. 
  The crates are organised based upon their contents into 
  rows and columns. The organisational system certainly makes 
  sense to the labourers who work here regularly, but to the 
  uninitiated, the crates form a confusing maze. Each crate is 
  a cube, two metres per side. They are stacked, edge-to-edge, 
  in rows from two to six crates. These crates are also stacked 
  vertically atop one another. In many places, these stacks are 
  up to five crates in height.
   
  
  II: Something 
  82
  The command deck is physically located at the heart of 
  the star fort’s central core. The massive octagonal room is 
  more than 150 metres wide. Its arched ceiling extends more 
  than twenty metres from the floor. Innumerable stations 
  line the many levels along the deck’s outer walls. Hundreds 
  of naval serfs and servitors would normally man these 
  stations, tracking every bit of information available to the 
  star fort’s sensors, while directing its weapons, power, and 
  communications systems. The upper sections are made up of 
  interconnecting catwalks, allowing the controllers to quickly 
  move between the different regions. A huge holographic 
  display occupies a central deck. The flickering, three-
  dimensional display is  cylindrical in shape and stretches over 
  ten metres high. Normally the general would use this as a 
  location to coordinate his forces throughout the entirety of 
  the Helena system. 
  The command deck has four separate entrances. 
  One is oriented to face each of the star fort’s 
  docking arms, though there is no 
  direct passage from any of the arms 
  to the command deck. The three-
  metre wide doorways are clearly 
  reinforced and numerous weapon 
  barrels nearby indicate that they are 
  heavily defended. However, as the 
  Guardsmen come within eyesight, 
  they can see that the defences 
  have been deactivated. All of 
  the weapon barrels point limply 
  towards the ground. The 
  doors are swung open, their 
  reinforced structures serving no 
  defensive purpose at all. 
  As 
  they 
  approach 
  the 
  command deck, the soldiers 
  can hear the sounds of combat 
  and weapons fire. When they 
  eventually enter the facility, 
  the Player Characters discover 
  a scene very different from 
  what 
  regimental 
  command 
  initially expected. The general 
  and his personal guard are 
  pinned down within the large 
  area. They are using every 
  available 
  control 
  panel, 
  bit of grating, and even 
  the recessed holographic 
  tank for cover as they 
  fight a battle against an 
  initially unseen opponent. 
  The sounds of rapid and 
  sustained lasgun fire are 
  readily 
  audible. 
  Heavier 
  weapons regularly bark out as 
  the secessionists fire upon a foe 
  that is beyond the Guardsmen’s 
  field of vision.
  THE COMMAND DECK
  The climax of the chapter begins when the characters make 
  their way to the star fort’s command deck. This might 
  happen simply through a matter of persistence. As the Player 
  Characters continue exploring Lycurgos’s abandoned section, 
  they are certain to eventually discover the escape path that 
  many of the secessionists took. Alternatively, intelligence 
  acquired from prisoners could point the way to this section. 
  General Constantine has worked hard to keep his location, 
  as well as the location of his forces, variable, so that the 
  Imperial Guard forces could not easily target and eliminate 
  the secessionist presence. The command deck, however, 
  is an integral part of the star fort. Entirely too many of its 
  components connect exclusively to this location for it 
  to be easily moved. While he could set up temporary 
  secondary decks, when the situation turns critical—
  as it certainly has now—he had no choice but to 
  move towards that most secure location.
  The complication at this point is the presence 
  of Warpsmith Arkturian (see page 136) 
  and his followers. Since the Chaos Space 
  Marine’s escape, the Severan Dominate 
  forces have been haemorrhaging heavy 
  losses. Many have been slain in the 
  battles with the servants of the Ruinous 
  Powers, but even more have turned from 
  the secessionist cause to the unholy 
  one that the Warpsmith endorses. The 
  general is unsure which of his forces 
  he can even trust, leaving his tactical 
  options compromised, and forcing 
  him to consolidate with only those 
  troops that he is certain are loyal.
  Another major complication 
  is the fact that the star fort’s 
  mechanical subsystems proved 
  to be an easy prey for the 
  Warpsmith. The Tech-Priests 
  working to maintain Lycurgos had 
  done nothing to prepare for the 
  escape of their unholy counterpart. 
  With his masterful understanding of the 
  forbidden ways, he was able to quickly 
  wrest control of numerous subsystems 
  away from those who remained true to 
  the Omnissiah. Now, many of the star 
  fort’s inherent systems are preparing 
  to purge huge portions of the station 
  of any living inhabitants. Unless 
  action is taken quickly, the Warpsmith 
  might be able to render large portions of 
  the star fort unliveable. At the same time, he 
  has begun the process of creating dozens of 
  Daemon Engines. These nigh-unstoppable 
  entities are readily embracing his cause to 
  eliminate the lives of any Imperial or 
  Severan Dominate troops that yet 
  live on the Lycurgos.
   
  
  II: Something 
  Wicked Lurks
  83
  conflict. Essentially ignored by the secessionists, the cultists 
  quickly advance and begin to assault the distracted soldiers.
  If the Guardsmen watch idly, they eventually observe the 
  Daemon Engine work its way free and attack the secessionists, 
  with the assistance of the cultists. A few of the cultists are slain, 
  and a few of the Severan Dominate soldiers eventually flee. 
  Without any Player Character intervention, the secessionists 
  are overrun. The Maulerfiend slays Constantine and the 
  shock troopers who desperately attempt to sacrifice their lives 
  in his defence. Only after this battle is complete do the agents 
  of Chaos turn their attentions towards the Imperial Guard.
  If the Guardsmen intervene and join the battle, the 
  outcome can be substantially changed. Neither of the enemy 
  forces have available reinforcements. Depending upon their 
  actions and commands, the Maulerfiend could be destroyed 
  or the Severan Dominate soldiers could be swiftly cut down. 
  The key elements for consideration are changes the Imperial 
  presence can have upon the existing battle.
  All of the Chaos-aligned forces are simply focused 
  on mindless slaughter. They move to attack the nearest 
  visible opponents, without consideration of the enemy’s 
  allegiance. If the Imperial Guard soldiers move forward, 
  then the cultists and the Daemon Engine move to attack 
  them instead of the secessionists.
  The general and his followers, however, recognise that 
  the Daemon Engine is a far greater threat than the Imperial 
  Guard. They recognise the blasphemy before them, and 
  though they have ideological differences with the Imperial 
  soldiers, choose to focus their firepower upon the agents 
  of Chaos. If the Imperial forces demonstrate that they have 
  weapons capable of damaging the Maulerfiend, then the 
  secessionists turn their attacks upon the cultists. Otherwise, 
  they continue their ineffectual attacks at focusing their fire.
  Notably, Constantine is unwilling to give up his current 
  location. He feels that the command deck represents 
  the centre of the star fort. If he loses it, he is essentially 
  surrendering his command. This is more an ideological and 
  philosophical issue than a functional one. Nonetheless, he 
  has chosen this as his the site for his last defensive stand. 
  He does not willingly retreat from this location, preferring 
  to die rather than surrender it. The only circumstance under 
  which he would leave the deck is if he is physically forced 
  to do so. If the Guardsmen attempt to persuade him to leave, 
  even offering to cover his escape, he remains steadfast in his 
  decision to hold the command deck.
  Even if the agents of Chaos are slain, the Severan 
  Dominate forces do not immediately turn their weapons upon 
  the Imperial Guard. They recognise that these soldiers—
  though they remain enemies—have essentially just saved 
  their lives. They are willing to parlay, at least temporarily, 
  to discuss the current situation. If the Guardsmen have a 
  significantly superior force, the general willingly surrenders, 
  in exchange for preserving the lives of his men. In the event 
  that the secessionists have a superior force at that point in the 
  battle, they instead demand that the Guardsmen surrender. 
  Only if the Guardsmen refuse is battle resumed. Note 
  that regimental command is willing and able to send 
  reinforcements to assist in the capture of Constantine, if 
  the Player Characters use the vox to request support.
  enemieS under Siege
  The secessionist forces consist of General Constantine (see 
  page 133), five ten-member squads of Severan Dominate 
  Soldiers (see page 120), each led by a Severan Dominate 
  Sergeant (see page 121), and two ten-member squads of 
  Severan Dominate Shock Troopers (see page 122). The 
  squads of soldiers are dispersed throughout the right side of 
  the command deck as the Player Characters approach. They 
  are focused on firing at out of sight enemies coming through 
  the entrance to the Imperial Guard’s left. The Shock Troopers 
  are crowded around the general, clearly attempting to provide 
  him with as much direct protection as possible. Any Player 
  Characters who take the time to observe the situation can 
  easily tell that these soldiers are trying to persuade the general 
  to retreat from the command deck. He is obviously unwilling 
  to do so, even though the path to the entrance behind his 
  forces seems clear.
  The Player Characters approach the secessionists from a 
  flanking position. They initially have a clear line of fire on 
  the general and the Shock Troopers that accompany him. 
  Communications, through the heat of an intense fire fight, 
  are difficult to achieve at best. Notably, the secessionists 
  are clearly focused upon their enemy. Unless the Imperial 
  Guard forces open fire on the Severan Dominate troops, they 
  continue to focus on their current targets.
  When the Guardsmen reach the entrance to the command 
  deck, and look inside, the reason for the secessionist focus 
  becomes clear. A Maulerfiend (see page 143) supported by 
  four ten-man squads of Chaos Cultists (see page 137) are 
  currently engaged in combat with the Severan Dominate 
  forces. As the Player Characters arrive, the Maulerfiend is 
  tearing its way through the doorway and surrounding wall. 
  The massive Daemon Engine is simply too large to fit through 
  either the corridor or the entrance. To overcome this issue, it 
  is deliberately tearing at the corridor entrance, ripping and 
  gouging huge rents in the hull as it tries to make its way into 
  the corridor. Two squads of cultists are already in the facility, 
  firing wildly upon the secessionists. The other two squads are 
  trying to squeeze past the Daemon Engine, so that they can 
  reach their prey. However, the crazed engine cares little for 
  their actions, and its flailing tendrils frequently strike its allies 
  as it attempts to force entry into the room. 
  The outcome of the conflict remains very much in flux. The 
  forces allied with Chaos are equally interested in destroying 
  the Severan and Imperial forces. They have little interest 
  in attempting to gain control of the command deck or its 
  machinery. Instead, they are possessed of a mindless drive to 
  inflict slaughter upon all those before them. The Maulerfiend 
  is even less selective. It is equally willing to destroy anything 
  within reach, including its supposed allies. From the time the 
  Player Characters arrive, the Daemon Engine requires three 
  full combat Rounds to destroy the doorway so that it can 
  enter the room. 
  During that window of opportunity, the Severan forces 
  focus all of their firepower upon the Maulerfiend, though this 
  seems to have little overall effect. Their lasguns are simply 
  incapable of penetrating the Daemon Engine’s massive 
  armour. Even with their continued focus and the entity’s 
  temporary immobility, it is clear that they are losing the 
   
  
  II: Something 
  84
  REWARDS
  This chapter of the campaign concludes after the Player 
  Characters have captured General Constantine. With his 
  capture, the Imperial Guard has effectively eliminated the 
  largest threat posed by the Severan Dominate. However, the 
  threat posed by the Warpsmith represents an even greater 
  danger to all involved. The regiment must reconsider its 
  strategies as it continues its plan to conquer Lycurgos and 
  Warzone Epsilon. If the Warpsmith has already begun 
  his efforts to contaminate the star fort, it may no longer 
  be possible for the Imperial Guard to properly secure it. 
  The sacrifices made to date may not have been necessary. 
  Unfortunately, until the true heresies became clear, there was 
  no way to recognise that fact.
  As things stand, the Imperial Guard must still complete 
  their mission. The parameters have changed and the threat 
  has been expanded, yet the core mission to return Warzone 
  Epsilon to Imperial control remains a central focus. It may 
  now be necessary to sacrifice the star fort, which would 
  certainly limit both the Imperial and secessionist capability in 
  the region. Of course, its destruction would be substantially 
  less damaging than permitting the forces of the Ruinous 
  Powers to gain control of the valuable asset. 
  Both the secessionists and the Imperial forces have 
  suffered serious casualties. Depending upon the outcome of 
  the previous battle, the Player Characters may have to assume 
  command of an even larger group. If this is the case, their 
  duties may focus upon reassembling their platoon or larger 
  unit into a functional group prior to contacting regimental 
  command. If they take the time to do so, Game Masters 
  may choose to grant the characters a temporary battlefield 
  promotion when they speak with regimental command at the 
  start of Chapter III. This is subject to their level of success as 
  well as the heroism and loyalty they have shown throughout 
  the course of the adventure. 
  experience
  If the Game Master is offering experience rewards at the 
  completion of each chapter, rather than at the end of each 
  session, the rewards are as follows. For surviving the chapter, 
  each character receives an award of 1,000 xp. If they were 
  able to successfully capture the general, and prevent his death 
  at the hands of the Maulerfiend, they receive a bonus of 250 
  xp. For each mission that they successfully completed during 
  the efforts to secure the star fort, the characters receive an 
  additional 100 xp. At the Game Master’s discretion, he can 
  reduce these rewards if the characters suffered substantial 
  losses to their platoon during the course of any of these 
  encounters. At his discretion, the Game Master can also 
  issue bonus awards for exceptional role play throughout the 
  chapter, but these should not exceed 500 xp in total.
  NOTABLE CHARACTERS
  These characters play pivotal roles when the Guardsmen 
  finally uncover the true nature of the threats posed to Lycurgos.
  generAL Frederique conStAntine
  As the overall commander of all Severan Dominate assets in 
  the Warzone Epsilon system, the general is most concerned 
  with the overall survival of those assets. He is devoted to the 
  secessionist cause, but he only believes in its philosophy out 
  of a loyalty to the people that inhabit the region. General 
  Constantine is reluctant to needlessly sacrifice the lives of his 
  people or their resources. He is initially determined to repulse 
  the Imperial Guard presence. When his efforts begin to falter, 
  he attempts to turn to strategies that might better preserve his 
  assets and the lives for which he is responsible.
   The presence of the Warpsmith prisoner aboard the star fort 
  terrified the general from the beginning. He recognised the Duke’s 
  desperation but disagreed about the necessity of such actions. He 
  felt that any move to align with these blasphemers could only be 
  the first step to the ultimate destruction of the Severan Dominate. 
  Since learning of the Warpsmith’s escape during the Imperial 
  Guard attack, he has devoted all of his efforts to eliminate him. 
  He is uninterested in battling the Imperial forces, as he believes a 
  far greater threat is now present. Unfortunately, many of his forces 
  have already turned from him to embrace the Ruinous Powers. 
  The general is now fighting a battle to overcome the devotees 
  of Chaos, and is willing to undertake any sacrifice necessary to 
  protect his forces from its unholy taint. 
  WArpSmith ArKturiAn
  During one of the Imperial Guard attacks, the star fort’s internal 
  power systems sustained serious damage. An errant surge caused 
  a massive overload that briefly cut power to the security cells. 
  Though the outage was brief, it provided enough time for the 
  most powerful prisoner to make his escape. This was Warpsmith 
  Arkturian, a member of the Praetors of Ruin Warband. The 
  Severan forces had captured this Chaos Space Marine when a 
  lucky shot disabled his vessel and left him all but defenceless. 
  Some among the secessionist command wished to utilise his 
  vile arts to gain an advantage over the Imperial forces. Stripped 
  of what weaponry the Severan forces could remove from his 
  unholy panoply, the traitor was left with his armour and the 
  vast majority of his cybernetic implants, these being integrated 
  so thoroughly into his flesh that removal would likely kill him. 
  When the overload released him from his prison, Arkturian 
  quickly recovered his instruments of death and set about his 
  blasphemous work corrupting the star fort’s ancient and proud 
  machine spirits and twisting its very structure to his own ends. 
  By corrupting many of the star fort’s machines—along with 
  thousands of the humans aboard—the Warpsmith has already 
  made significant progress towards gaining control of the massive 
  facility. If he can succeed in binding a force of Daemon Engines, 
  he may be able to purge the Imperial and secessionist presence 
  from the massive installation. With those goals met, the star 
  fort could soon become a critical resource for the devotees 
  of the Dark Gods. If successful, this could lead to a 
  massive surge in the Chaos presence in the region, 
  opening an entirely new front in the ongoing war. 
   
  
  Command  
  deCision
  •
  UnCover  
  CorrUption
  •
  the enginariUm
  •
  esCape
   
  
  III: Mechamorphosis
  86
  Warpsmith and his minions pose a much more immediate 
  threat. Through his heresies, the Chaos Space Marine has 
  gained control of many of the star fort’s core systems. Those 
  he has not already dismantled to create Daemon Engines have 
  become his tools to control the star fort. The Guardsmen 
  must determine whether they have the available resources 
  to overcome this new threat and cleanse the star fort of 
  contamination. If this proves impossible, they must destroy 
  the star fort, lest it become a tool of the dark gods.
  Command 
  Decision
  “We serve the Emperor by the instruction of those who know His 
  will. They tell us how and what we should think. It is not your place 
  to attempt to understand or think for yourself.”
  –Commissar Horace Barrgraves
  T
  he Warpsmith’s machinations have caused countless 
  problems throughout Lycurgos. Many of these threaten 
  the overall stability of the facility, leaving sections 
  without power and lighting, while exposing others to 
  entities that have been summoned forth from the Warp. A 
  less immediate danger poses a significant complication for the 
  Guardsmen as the act begins. 
  The corruption sown throughout the facility has 
  substantially 
  contaminated 
  the 
  star 
  fort’s 
  internal 
  communication systems. Its laud-hailers, which typically 
  conveyed messages of the Emperor’s guidance, now emit 
  strange gurgling noises, random shrieks, and forecasts of 
  certain doom. None of the controls for these systems respond 
  to any efforts, as they have been tainted to respond only to 
  the Warpsmith and his followers. 
  The vox communications network remains functional, but 
  the communications system is not well encrypted. If asked, 
  any of the captured secessionists reveal that they had been 
  able to listen to the Imperial communications without any 
  difficulty. If the Player Characters attempt to communicate 
  over that same network with regimental command, the 
  Warpsmith and his followers are certain to be able to locate 
  the Guardsmen. As the Imperial Guard currently holds 
  the general prisoner, they can ill afford another encounter 
  with a large force of Chaos devotees. Until some means of 
  communications is restored, the Guardsmen must act upon 
  their own initiative—a quality that is normally not favoured 
  as part of their training. 
  Given the relative insecurity of the vox network, the fact that 
  they currently have the general in their custody could also be a 
  dangerous revelation. If there are surviving Severan Dominate 
  soldiers, they might move to intercept the Guardsmen. The 
  Warpsmith is also interested in targeting them, as he seeks 
  vengeance against Constantine, for the general’s impudence 
  in taking him captive. Transporting such a valuable prisoner 
  through territory that could be rife with hostile units poses a 
  substantial risk that must be carefully analysed and overcome.
  Chapter III: 
  Mecha- 
  morphosis
  “They sense our presence and seek us out. Beware their arrival! If 
  they breach the barrier, there can be no future.” 
  –Astropath Joachim Geordania, upon
  reaching the Warzone Epsilon System
  W
  arzone Epsilon has a new foe, and its arrival 
  presents an unexpected threat to all who dwell 
  within the Helena system. The forces on both 
  the planet and the star fort were ill prepared for the arrival 
  of the agents of Chaos. All of their defences were focused 
  upon fending off the Imperium. To be caught so unawares 
  and unprepared would, were the defenders still loyal to the 
  Imperium, be tantamount to treason. As matters stand, their 
  resources have been stretched so thinly that the crime is 
  understandable, if not forgivable. Of course, the very fact 
  that Severan Dominate high command allowed a Chaos 
  Space Marine to live, with the intention of possibly finding 
  an ally, is a damning act. If they were not already guilty 
  of the heinous crime of secession, the fools would have 
  consigned their souls to an eternity of torment.
  From the perspective of the Imperial Guard, the Chaos 
  presence is simply another challenge to overcome. Those who 
  lead the Imperial war effort in the Spinward Front seldom 
  differentiate between the traitors who have devoted their 
  souls to the Ruinous Powers and those who have allied with 
  Duke Severus. Any who would turn from the Imperium have 
  also turned away from the eternal light of the Emperor. This 
  is but the first step on the path towards an allegiance to the 
  entities of the Warp. All such traitors can only be considered 
  enemies of Humanity, and they must be brought to justice. 
   In the immediate circumstances aboard Lycurgos, the 
  largest concern from the perspective of the Imperial Guard 
  is how to deal with the newly-revealed threat. With the 
  escape of the Warpsmith, Daemon Engines have begun to 
  appear upon the star fort. These massive mechanical horrors 
  represent a significant threat to the Imperial forces. Troopers 
  armed with lasguns are poorly equipped to overcome these 
  creations. Instead, the Imperial Guard must rely upon more 
  specialised weapons and vehicles to fell the beast. Depending 
  upon the regimental composition, redeploying these assets 
  could be difficult. In some instances, the Guardsmen might 
  only survive by pilfering the necessary equipment from 
  Severan Dominate armouries.
  Throughout this chapter of the campaign, the Player 
  Characters must focus on the Chaos threat. From the very 
  beginning, the Imperial Guard holds General Constantine 
  as their prisoner. The secessionists are essentially 
  compromised, no longer capable of effectively 
  defending Lycurgos from the Imperial Guard. Yet 
  as one enemy is eliminated, another rises—the 
   
  
  III: Mechamorphosis
  87
  could be persuaded to attempt to draw the secessionists in as 
  allies against the forces devoted to the Ruinous Powers.
  Note that regimental command are hesitant to respond 
  to any queries sent over the vox network. They attempt 
  to keep the communications brief and also commit some 
  reinforcements to assist the Guardsmen—likely other squads 
  that were also involved in the scouting effort. The orders 
  from regimental command are very clear. The unit is to avoid 
  all further use of the vox, barring emergencies, and return 
  to the encampment as quickly as possible so that the current 
  situation can be analysed and new orders issued. 
  An alternative potential complication must also be considered 
  at this point. If the characters captured the traitors during the 
  previous, optional scene Beg Forgiveness (see page 74), those 
  traitors have now begun to reveal their true nature. One of the 
  prisoners is, in fact, a Renegade Psyker (see page 351 of the 
  Only War Core Rulebook), who has broken the others free. 
  At this time, the traitors make a concerted effort to eliminate 
  as many of the regiment’s leadership elements as possible. At 
  the Game Master’s discretion, this could include the company 
  commander for the Player Characters, or even their regiment 
  commander. With these losses, the chain of command breaks 
  down and communications become even less reliable. This 
  could even result in a situation where the various Imperial 
  Guard located upon Lycurgos are uncertain who is actually in 
  charge of the operation at this time. If the Guardsmen are 
  high ranking officers, they could have to seize control to 
  resolve the situation to the best of their own abilities.
  The squad is currently located far from regimental 
  command. There are an indeterminate number of Daemon 
  Engines and cultists that separate them from the Imperial Guard 
  encampment. Their orders ended with the mission to capture 
  the general and did not account for the Chaos presence within 
  the star fort. Now, the characters must decide how to proceed.
  If the Player Characters choose to immediately resort to 
  the vox, then the Game Master is encouraged to use his 
  own discretion in devising an appropriate enemy response. 
  It is reasonable to assume that both the Severan Dominate 
  and the Chaos forces could overhear the report and use 
  it to triangulate the location of the Guardsmen. It is also 
  reasonable to assume that both of these groups would be 
  willing to commit a significant force to recovering General 
  Constantine. The largest difficulty that either of these groups 
  face is the challenge inherent in mobilising a large force and 
  transferring it through the star fort. As the Warpsmith has 
  now gained control of many of the mechanical systems, he 
  is currently much more capable of assembling his limited 
  forces than the Severan Dominate. 
  Any forces sent to assault the Guardsmen should be 
  proportionate to the assets they have available. If the Player 
  Characters chose to disclose their full troop disposition 
  over the vox, then the enemy forces should be optimised to 
  overcome that disposition. At the Game Master’s discretion, 
  enemy forces from both factions may arrive almost 
  simultaneously. This could lead to an interesting three-way 
  battle. During the course of the conflict, General Constantine 
  the generAL’S opinion
  He is a traitor to the Imperium and an enemy leader, but General Constantine holds no love for the forces of Chaos. He 
  is every bit as anxious to see the taint removed from the station as the Player Characters. In all likelihood, his forces 
  suffered more serious losses than the Imperial soldiers during the battle with the Maulerfiend. Even if they did not, the 
  Guardsmen are probably better equipped than the secessionists. Due to these factors the general finds imprisonment 
  preferable to freedom amidst a hostile and nigh insurmountable foe.
  At the same time, the general is an experienced leader of soldiers, despite what the Imperial leadership has told the 
  Guardsmen. He has some familiarity with the Warpsmith, as his star fort imprisoned the Chaos Space Marine. Between 
  his past campaigns and his personal knowledge of the Warpsmith, he has a number of valuable insights into the current 
  situation. If the Guardsmen are willing to listen to his guidance, it could make the task at hand substantially easier. Of 
  course, until very recently the general was an enemy and yet remains a traitor to the Imperium. Choosing whether to ignore 
  his advice as the word of a heretic or to heed his advice as one with greater experience than themselves should present a 
  conundrum to all of the Player Characters, especially those who are more politically and philosophically motivated.
  Constantine is of the opinion that immediate action needs to be taken against the Warpsmith. The Maulerfiend was 
  not the first Daemon Engine that he has encountered aboard the star fort. In his mind, the only way to stop the Warpsmith 
  completely is to confront him directly, as quickly as possible. He strongly encourages the Guardsmen to use the vox to 
  gather a force of Imperial Guard troopers and work with any available Severan Dominate forces to find and eliminate 
  the Chaos Space Marine and his allies. Of course, such an approach would violate countless Imperial Guard directives.
  The general is willing and able to provide the Player Characters with the means to establish vox communications 
  with the remaining Severan Dominate forces. If they agree to cooperate, the Guardsmen could potentially move 
  against the Warpsmith far more quickly than if they were to first establish contact with regimental command, and 
  go through proper channels. This dramatically increases the chances that they could stop the agents of Chaos before 
  the plan goes too far. Notably, the Player Characters should also recognise that such action—particularly when 
  undertaken in cooperation with a traitor—could have serious consequences. Even if they succeed at saving the star 
  fort and eliminating the Chaos contamination, they are likely to be severely sanctioned. If the Guardsmen proceed 
  upon this path regardless of that risk, Game Masters should refer to Table 3–1 The Warpsmith’s Timeline (see 
  page 92) and adapt the remaining battles based upon the force that the Guardsmen and Severan Dominate units can 
  collectively field.
   
  
  III: Mechamorphosis
  88
  docking arm. A vox broadcast is also sent out to all soldiers, 
  demanding an immediate recall. Regimental command 
  delays the broadcast of these orders, hoping to provide the 
  Player Characters and their unit adequate time to begin a 
  retreat, before the enemy can become aware of this decision. 
  However, if the message does not safely arrive, then the 
  broadcast would arrive first.
  Orders included with the reply indicate that General 
  Constantine must be kept alive at all costs. All soldiers are 
  considered expendable as long as the enemy commander is 
  returned alive. In addition, the guard detail is authorized to 
  expend any and all resources at their disposal. Because of 
  this heightened priority, the unit is also ordered to avoid all 
  enemy contact during their retreat. The potential rewards of 
  a successful victory are more than offset by the potential risk 
  associated with losing the general. 
  The orders also indicate that the unit should, if sufficient 
  soldiers are available, make extensive use of scouts during 
  their return to the docking arm. Any intelligence regarding 
  the disposition and numbers of enemy forces—particularly 
  Daemon Engines—is considered critical information. The 
  Player Characters certainly garner additional respect from 
  regimental command for finding an intelligent means to 
  restore contact. Unfortunately, their ultimate mission is no 
  easier than it would have been if they had just chosen to 
  return directly to the docking arm. The only advantage they 
  could have is if they have managed to assemble additional 
  forces to the command deck, so that their retreat is at least 
  accompanied by a larger body of soldiers.
  USING RUNNERS
  Savvy Guardsmen may recognise that attempting to use 
  traditional communications is not a secure option at this 
  time. Some may decide that the best possible approach 
  is to make use of the hundreds of squads of guardsmen 
  currently dispersed throughout Lycurgos. The squads could 
  relay a message from one to another using runners much 
  more securely than anything sent over the vox network. Of 
  course, a written message runs the risk of being lost and a 
  verbal message is much less secure, considering the number 
  of potential relays. Yet both options remain more secure than 
  the compromised communications networks.
  Transferring either type of message all the way from the 
  command deck back to regimental command in the docking 
  arm is a time consuming process. Almost none of the squads 
  remain at a fixed location. Instead, they are constantly on the 
  move. If word has not yet been sent out about the general’s 
  capture, then the various squads believe their orders to scout 
  out the star fort remain active. Using a chain of single soldiers 
  to deliver the message and return to the command deck is 
  much faster than trying to force-march a coordinated force. 
  A runner takes two and a half hours to make the round trip. 
  This includes the time that regimental command spends 
  considering what order to issue. If the message sent to 
  command is a verbal one, then the squads can either assume a 
  fixed position, awaiting the return of their runner and follow 
  up orders, or the Player Characters might recall them to 
  reinforce their position at the command deck.
  Either of these options is viable. If the squads hold their 
  position, then the return communication takes place much 
  more quickly. Runners are able to send a message from 
  regimental command on the docking arm to the command 
  deck using the same runners who originally carried the initial 
  message. If their squads did not move, then less time is spent 
  searching, and the message can be returned. Conversely, 
  if the squads are unified at the command deck, the Player 
  Characters can soon assume a position of relative security, 
  as numerous squads of Guardsmen reinforce their position. 
  Depending upon the regiment’s composition, this could 
  include a variety of vehicles in addition to the foot soldiers. 
  In many cases, the actual number of soldiers do not actually 
  fit in the command deck, forcing the Guardsmen to expand 
  their region of control, and potentially opening those forces 
  up to attack on multiple fronts.
  Game Masters must decide based upon the complexity of 
  the message and its storage medium, as to whether or not it 
  can safely reach regimental command. This is entirely a matter 
  of discretion. A lost message leaves the characters trapped in 
  the command deck, wondering if support—or at least further 
  orders—might ever arrive. This is certainly truer to the setting, 
  but is hardly the most exciting outcome possible. Conversely, 
  if comms are delivered without a hitch the characters may feel 
  more secure in their direction from regimental command. This 
  frees them from any sense of personal responsibility and 
  limits their need to act upon their own initiative. 
  If the message safely reaches regimental command, 
  the orders are brief and direct. The characters are 
  to proceed with maximum haste to the secured 
   
  
  III: Mechamorphosis
  89
  the chASm
  During their trip back to the docking arm, the Guardsmen 
  encounter a gaping chasm more than thirty metres across that 
  extends nearly a hundred metres down, revealing the corridors 
  on lower decks. During their earlier scouting this chasm did 
  not exist. The servitors who have been busily dismantling 
  the star fort to find components for the Warpsmith’s Daemon 
  Engines created it in the process of their scavenging. None of 
  the star fort’s building materials removed from this location 
  had a significant structural effect on Lycurgos. The Warpsmith 
  recognised this factor in the station’s structure, and specifically 
  directed the servitors to target this area. In the hours since he 
  issued the command, they have been thorough in their efforts.
  There is no easy way to get across the gap. Looking 
  along the chasm across in either direction, it is clear that the 
  gap extends through numerous rooms, at least a significant 
  distance through the star fort. Observers can reasonably 
  conclude that bypassing the gap would require a change of 
  direction and navigating through the star fort in the hopes 
  of finding a route that is not blocked by a similar gap. If 
  the Guardsmen choose this approach, any of the characters 
  can attempt a Difficult (–10) Navigate (Surface) Test. 
  The detour adds an additional two hours to their trip. For 
  every Degree of Success they achieve reduce this travel time 
  by thirty minutes. Each Degree of Failure, however, adds 
  an additional fifteen minutes to the journey. If the acting 
  character chooses to consult with the Severan Dominate 
  soldiers prior to making the Test, they receive a +20 bonus 
  to the Test. However, wary characters may be concerned 
  that the secessionists could lead them astray.
  A potentially faster alternative is to use ropes to transfer 
  foot soldiers across. If the characters still have the grapple 
  and line that were part of the mission assignment gear, this 
  presents an obvious solution. With the line, crossing the gap 
  without assistance requires a Challenging (+0) Acrobatics 
  Test. After the first few soldiers have crossed, Guardsmen 
  on either side can assist in the crossing, so that no Test is 
  required. Depending upon the number of soldiers included in 
  the unit, this may take only a few minutes to cross, or could 
  require more than half an hour, as it takes time to pass the 
  ropes back and forth and secure each soldier. 
  Vehicles pose a larger problem, as the grapples are 
  incapable of transporting tanks or even Sentinels. The gap is 
  also far too wide for even a super-heavy tank’s treads to safely 
  reach across. A reasonable conclusion might be to build a 
  bridge, but the servitors have scavenged most available parts. 
  In this instance, finding an alternative route through the star 
  fort might be far faster than attempting construction. Player 
  Characters, however, may devise an alternative solution. 
  Game Masters must use their best judgment to determine the 
  amount of time required for any construction effort, and keep 
  this in mind when analysing the overall transit time. 
  Naturally, the physical challenge that the gap poses is 
  not the only danger. As the Guardsmen delay to study the 
  chasm—either to construct a bridge or to allow foot soldiers 
  to swing across—the agents of Chaos intrude upon their 
  efforts. With a metallic roar, a newly-created Heldrake 
  (see page 139) emerges from a cross corridor at the 
  bottom of the chasm. It ascends the chasm, wreaking 
  RETURN AND REPORT
  Groups who make the journey back to the docking arm 
  directly—either of their own initiative or under orders—must 
  overcome a variety of challenges along the route. The severity 
  of these hazards is directly proportionate to the amount 
  of information that the enemy has about the Guardsmen, 
  including their location and their force composition. Several 
  of these challenges are largely static, as the environmental 
  conditions and the creation of Daemon Engines occur without 
  regard to the Player Characters’ actions. Other challenges can 
  vary based upon Game Master discretion. 
  By default, the journey from the command deck back to 
  regimental headquarters requires two hours. This number can 
  change substantially depending upon the measures that the Player 
  Characters choose to pursue. If they consistently keep moving 
  forward, avoiding detours and trying to move through combats 
  as quickly as possible, they could potentially even decrease the 
  required time. Alternatively, if they take opportunities to rest or 
  delay moving as they continue discussing different potential 
  strategies, it could take much longer. 
   Three specific challenges are presented here. The first is a 
  physical obstacle culminating in an attack from a vicious Warp-
  forged monstrosity. The second is an unexpected attack from 
  cultists posing as allies of the Player Characters. The third and 
  final challenge comes in the form of a Severan Dominate attempt 
  to rescue General Constantine. Game Masters are encouraged 
  to introduce additional complications proportionate to the 
  situation that has developed. This could include confrontation 
  with enemy soldiers, as well as reinforcements from other 
  scouting squads or even soldiers specifically sent to make 
  contact with the unit. The journey back to the encampment 
  should be fraught with danger, but ultimately achievable.
  pSychic communicAtionS
  A Sanctioned Psyker might have the means to 
  communicate with another psyker stationed among 
  regimental command. Game Masters must decide 
  whether this makes the scene too simple. If they like 
  the idea of leaving the Player Characters forced to make 
  their own decisions, then the disturbance in the Warp 
  caused by the activity of the Daemon engines could be 
  severe enough that psychic communications become 
  limited and unreliable. However, that approach runs 
  the risk of leaving the player of the Sanctioned Psyker 
  feeling as though his character has been unfairly 
  deprived of his powers and speciality. 
  An alternative is to provide this as a communications 
  option, but to introduce complications due to the Warp 
  anomalies active within the star fort. These difficulties 
  could present a very real threat to the psyker, making 
  his actions even more heroic. They could also leave 
  some of the communications slightly muddled, leading 
  to multiple possible interpretations. This option for 
  interpretation could leave the Guardsmen and their 
  allies forced to act upon their own initiative as they 
  seek to secure General Constantine.
   
  
  III: Mechamorphosis
  90
  FALSe reinForcementS
  Throughout their journey back to the encampment, the 
  Guardsmen are certain to encounter and recruit several 
  scouting parties. After the first few times this happens, the 
  process should begin to feel relatively mundane. Regimental 
  command did send orders out to the scouting units to attempt 
  to consolidate as they returned to the docking bay arm. 
  There were well over a hundred squads dispersed across the 
  star fort. It has taken a significant amount of time for all of 
  these groups to begin working their way back towards the 
  encampment. For those that paused to reunify with allies—or 
  for those delayed by the terrain and enemy conflicts—the 
  journey has taken much longer.
  Consequently, it is hardly a surprise that some of the 
  groups have arrived at different times than others. It is also not 
  unusual to see a group arrive with damaged uniforms, due to 
  the dangers inherent in the ongoing conflict. So, by the time 
  the twentieth or thirtieth small group approaches, offering 
  to consolidate with the Imperial Guard forces, it is expected 
  that the typical security protocols are imprecisely followed. 
  With the communications breakdown, by this point, most of 
  the soldiers are perfectly comfortable just relying upon the 
  iconography of the uniforms that they see.
  Note that this scene assumes that the Player Characters are 
  not the ones directly handling contact and integration with 
  each new group encountered. It instead assumes that one of 
  the other officers travelling with their hastily assembled unit 
  is taking care of that responsibility. In the event that they 
  have decided that any such scouting units must pass through 
  them directly, or if the Game Master has the commanding 
  officer choose to assign them this responsibility, then the 
  scene should be dependent upon the Guardsmen first having 
  an opportunity to pierce the disguises and deception efforts 
  made by the infiltrating foes.
  This scene takes place shortly after a platoon-sized unit of 
  soldiers join in with the Guardsmen returning to the docking 
  arm encampment. Based upon the state of their uniforms, it is 
  immediately clear that these soldiers have seen heavy fighting 
  prior to meeting up with the unit. Even a casual observer 
  can note that their uniforms are badly dishevelled, and that a 
  disproportionate number of the soldiers bear bandages. Their 
  weapons bear the markings of heavy and recent use.
  If any of the Player Characters take a moment to give these 
  soldiers more than a casual glance, have them make a Difficult 
  (–10) Awareness Test. Should they succeed, they are struck 
  by the sight of an unknown soldier wearing the obviously 
  stolen uniform of a trusted comrade.  This should immediately 
  set off warnings, and may prompt immediate action.
   If the Player Characters do not take notice of the 
  incongruence or do nothing in the event that they do notice, 
  the group integrates into the organisation with little fanfare. 
  They initially take up security positions and perform the tasks 
  assigned. They have little enthusiasm for their duties, but at 
  this point in the campaign, that is a characteristic description 
  that applies to most of the Guardsmen. Essentially, these 
  soldiers have little difficulty blending into the unit. In 
  short order, their positions are integrated and distributed 
  throughout the group’s marching order.
  havoc and destruction upon any soldiers who happen to be 
  crossing at the moment of its arrival. 
  Game Masters may choose to have this attack take place 
  after a portion of the forces have already crossed the chasm, 
  potentially dividing the unit. Alternatively, if the unit has 
  chosen to construct a bridge, this might take place before 
  construction is complete. Otherwise, the characters would 
  need to find additional components to repair it after the 
  Daemon Engine appeared and—almost certainly—destroyed 
  the structure. 
  If the characters are part of an exceptionally large or 
  particularly well-equipped unit, Game Masters may choose to 
  add a second newly created Heldrake to the battle. However, 
  given the relatively small size of the chasm relative to the size 
  of the massive Daemon Engine—even in its nascent form—
  this results in a very awkward fight for the two mechanical 
  horrors. They are unlikely to even be able to manoeuvre 
  around one another within the confines of the chasm. An 
  alternative possibility could be to have a squad of cultists, 
  armed with appropriate heavy weapons, appear upon one of 
  the lower corridors. This unit could create a crossfire, working 
  with the Daemon Engine, to keep the Guardsmen occupied 
  and endangered as they attempt to cross the gap.
   
  
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  This should play out as an ambush scenario. The 
  secessionist soldiers begin from hiding, along maintenance 
  catwalks located above a passage that the Imperial Guard 
  travel. The enemy soldiers make an Opposed Routine (+10) 
  Stealth Test. If the Severan Dominate Troops are successful, 
  they may take a Surprise Round against the Guardsmen. 
  By default, there is a full platoon of fifty soldiers, led by a 
  Severan Dominate Lieutenant. All are armed with lasguns, 
  though their armaments may be improved at the Game 
  Master’s discretion, if the regiment is currently mounted.
  Their objective is simply to concentrate fire so that they can 
  quickly eliminate the soldiers closest to General Constantine. 
  At the same time that they open fire, three of the troopers 
  rappel down from the maintenance scaffolding suspended 
  from the corridor ceiling using grapple and line to the 
  general’s location. The next Round, they grab him, and are 
  pulled back up to the catwalk by some of their compatriots. 
  The situation is complicated by the simple fact that the 
  General has no desire to be rescued. He believes that the only 
  possible way to defeat the Warpsmith is to work with the 
  remaining Imperial Guardsmen. Consequently, he fights back 
  when they attempt to grab him. If any Player Characters are 
  nearby—or if they successfully command any of their allies 
  to act—helping the general avoid being taken can transform 
  the rescue attempt into an extended combat. 
  Even if the General is grabbed, the enemy soldiers do 
  not initially believe that he is unwilling to depart. With his 
  skill set, he can persuade them of his intentions once they 
  listen, but in the heat of combat, there is little opportunity 
  for him to speak or for them to pay attention. This situation 
  cannot be easily resolved with shouting as weapons are fired. 
  Instead, a moment of real communication is required. If the 
  Player Characters can devise a way to provide the general 
  an opportunity to speak, the secessionists willingly listen, 
  and eventually give up on their rescue attempt. In fact, they 
  willingly surrender and offer to take up arms working with 
  the Imperial Guard against the agents of the Ruinous Powers. 
  However, coordinating a ceasefire in the midst of a heated 
  battle requires some rather difficult communications. Game 
  Masters must use their discretion to determine what strategies 
  the Guardsmen use to accomplish this task, and assign 
  appropriate difficulties to it.
  If there are any Commissar NPCs present among the 
  units, this situation could prove a further point of conflict. 
  The political officers are certain to have voiced their opinion 
  loudly against cooperating with the Severan Dominate 
  forces. During the battle at the command deck, it is likely 
  that there was no direct conflict between the Imperial Guard 
  and secessionist soldiers. At the conclusion of the battle, a 
  key point to any discussions may have been the fact that the 
  secessionists were no longer firing upon the Imperial soldiers. 
  The ambush, however, is a clear sign of direct conflict, which 
  could trigger a huge degree of resentment. Commissars are 
  unlikely to feel any mercy towards these traitors. Depending 
  upon how the regiment’s interactions have already been 
  established, this could potentially even extend the conflict 
  after the ambush, as another combat could erupt between 
  the Guardsmen and their supposed allies.
  As the inappropriate uniforms indicate, these soldiers 
  are not, in fact, members of the Imperial Guard. They are 
  former members of the Severan Dominate who have joined 
  the Warpsmith’s cause as cultists. They stole their uniforms 
  from Imperial Guard forces whom they previously ambushed. 
  Their goal is to integrate with the enemy organisation so that 
  they may join the fight at the most opportune moment. For 
  the remainder of the trip to the encampment, this platoon 
  of cultists eagerly awaits a chance to launch an all-out attack 
  against the Imperial Guard soldiers. Their goal becomes 
  to eliminate the highest profile target possible. Unless the 
  Player Characters are company level commanders, this target 
  becomes General Constantine. 
  Game Masters must decide when to launch the attack. If 
  running this scene prior to The Chasm (see page 89), then 
  the undercover cultists could strike at the same time that 
  the Heldrake launches his attack. Alternatively, when the 
  Severan Dominate soldiers attempt to rescue the general in 
  Rescue Attempt (see below), they could close around the 
  General, pretending to guard him before striking a fatal 
  blow. If neither of these options seems like the best possible 
  solution, then the cultists could attack at a moment when the 
  unit becomes dispersed due to a twisting corridor or when 
  crossing an area that the majority of the soldiers are focused 
  upon another issue—perhaps as they fear an ambush coming 
  from the shadows. Surprise is the central focus in their attack. 
  Unless one of the Player Characters is actively watching 
  them, the cultists should be able to gain a Surprise Round, 
  specifically targeting General Constantine, before anyone has 
  an opportunity to react. 
  The cultists willingly sacrifice their lives to accomplish 
  their mission. They are willing martyrs in the cause of the 
  Ruinous Powers. Their mission is to sow confusion and 
  destruction among the Imperial Guard ranks. It is their hope 
  that this could be enough to prevent the Imperial forces from 
  stopping the Warpsmith’s mission.
  reScue Attempt
  Communications among the Severan Dominate soldiers have 
  broken down even worse than among the Imperial Guard. Of 
  the soldiers who remain loyal to their cause, none believe that 
  General Constantine has willingly surrendered to the Imperial 
  Guard. Instead, they maintain their faith in his leadership and 
  his ability to overcome the Warpsmith. Even as many of their 
  comrades in arms have been swayed into joining the Ruinous 
  Powers, these blindly devoted secessionists expect that 
  somehow they can work with the general to retain control 
  over the star fort and Warzone Epsilon.
  The first step to achieving their goals is to free the 
  General from his Imperial captors. In order to do so, they 
  have set up an ambush along the route that the Imperial 
  Guard are most likely to travel back towards the docking 
  arm they hold. These secessionists are intimately familiar 
  with the star fort’s architecture, and can make use of its 
  countless maintenance ducts—even more effectively than 
  the cultists or the Daemon Engines. 
   
  
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  DEBRIEFING
  Upon their return to the encampment, the Guardsmen’s 
  reception is somewhat mixed. Regimental command does 
  appreciate their success, but cannot afford to ignore the current 
  situation. If applicable, the officers are also understandably 
  concerned about the presence of armed secessionists in the 
  camp. Depending upon the outcome of the Beg Forgiveness 
  scene (see page 74), regimental or company command could 
  have suffered serious losses. Essentially, the unit does not 
  receive the heroic welcome they had hoped for. Instead, they 
  discover that the regiment is in a poor position to overcome 
  this new foe, so drastically beyond their ken, that has 
  unexpectedly arisen within the star fort.
  THE WARPSMITH’S RITE
  Warpsmith Arkturian has very large-scale plans for the star 
  fort. He believes that it is not merely enough to seize control 
  of the Imperial outpost. Instead, he wants it to become a 
  physical embodiment of the forces of Chaos. His corrupted 
  understanding of technology has brought him to an unholy 
  revelation. He believes that it could be possible to transform 
  the entire facility into one massive Daemon Engine. Having 
  already worked with his cultists and servitors to summon 
  dozens of Daemon Engines onto the star fort, he now begins 
  the process of unleashing this most horrific of all rituals.
  Achieving this goal requires many steps and the utmost 
  focus. Before he can begin the ritual, he must take measures 
  to ensure that he has the time, materials, and relative isolation 
  necessary to commit this blasphemous act. The Chaos Space 
  Marine recognises that if the Imperial Guard is able to 
  penetrate his security at an inopportune moment, it could be 
  enough to prevent him from achieving his goals. Even though 
  he remains relatively secure, an interruption to the ritual could 
  be enough to anger the Ruinous Powers and sway their focus 
  from his action. Because of this, he first focuses on setting his 
  defences, with the goal of preventing any interruption.
  The Warpsmith has little desire to exterminate the soldiers 
  of the Imperial Guard and the Severan Dominate aboard 
  Lycurgos. He recognises that they pose a threat, but he also is 
  certain that they could make an ideal sacrifice to the star fort 
  at the moment of its transition into a massive Daemon Engine. 
  He would prefer that they remain alive and uncorrupted, so 
  that their souls could be given to the Ruinous Powers later. 
  With this in mind, he focuses his plans upon defensive actions 
  rather than attempts to annihilate his enemies. That can 
  certainly come later, after his plans reach fruition.
  The timeline for the Warpsmith’s plan presented in 
  Table 3–1: Warpsmith’s Timeline covers the actions 
  he undertakes in this scene through the conclusion of the 
  adventure. Game Masters may need to modify the timeline 
  based upon any actions that the Player Characters initiate 
  against him. The timeline begins at the start of the act, when 
  the Player Characters are deciding upon how they should 
  proceed after capturing the general at the command deck.
  Table 3–1: Warpsmith’s Timeline
  Time
  Action
  0–3 Hours
  Initiate creation of additional Daemon Engines, so that the remaining corrupted servitors and cultists 
  can complete them.
  3–6 Hours
  Assembles cultists and Daemon Engines outside of the enginarium, assigning them defensive positions 
  to maintain until his return.
  6–9 Hours
  Enters a period of isolated calculation, in preparation for the ritual. 
  9–12 Hours
  Begins to enact the ritual of transformation, to fuse a Warp entity with the physical reality of the star fort.
  12–13 Hours
  Enacts the ritual. The star fort begins its transformation. 
  13 Hours
  The transformation is complete. Lycurgos is a single massive Daemon Engine.
   
  
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  NOTABLE CHARACTERS
  The following NPCs play important roles as the characters 
  return to the encampment in the docking arm, and prepare 
  their plans to move against the Warpsmith.
  generAL Frederique conStAntine
  At this stage, the general has reluctantly accepted the 
  necessity of his imprisonment. He recognises the threat of 
  Chaos and realises that it poses a far greater danger to the 
  worlds beyond the Periphery than the Imperium. Because of 
  this, he is willing to cede his lives 
  and the lives of his prisoners to 
  the Imperium, if it means they can 
  turn their focus to destroying the 
  Warpsmith and his forces. 
  Ideally, General Constantine 
  would prefer to work with the 
  Imperial Guard against this threat, 
  preferably in a role with some 
  authority. He is willing to pledge his full 
  cooperation, and to ensure the cooperation of 
  his forces as well. Imperial Guard soldiers are 
  certainly and understandably reluctant to accept 
  any such pledge, but he does intend it in good 
  faith. If his assistance is accepted, he fully utilises 
  all Severan Dominate assets aboard the star fort to 
  help eliminate the threat of Chaos. 
  compAny commAnder 
  grigory KuLiKov
  The commander of the Void Shrikes is of the 
  opinion that the Warpsmith must be stopped and 
  eliminated as quickly as possible. His regiment’s 
  sacrifices have been far too extreme to give in 
  to the blasphemers now. Kulikov recognises the 
  danger of corruption and knows just how quickly 
  and how far it can reach. He is certain that the only 
  solution is to cleanse it swiftly, lest it be allowed to 
  destroy everything within the system.
  At the same time, the commander does believe 
  that it is vital to keep General Constantine secure. 
  Even without the star fort, Warzone Epsilon is a 
  critical location. By thoroughly interrogating the 
  former leader, the commander is certain that the 
  effort to conquer the planet could be simplified. 
  They cannot risk losing the general or the 
  intelligence that he possesses, even if it means not 
  utilising him and his assets in the battle against the 
  Ruinous Powers.
  Depending upon their overall authority within the 
  regiment, the Guardsmen might be called into a debriefing 
  meeting with a Commanding Officer who remained at the 
  encampment. If this is the case, they could also need to take 
  a key leadership role in planning the regiment’s strategy 
  for overcoming the unexpected Chaos threat. In this case, 
  Commander Kulikov of the Void Shrikes (see page 130) and 
  General Constantine both play major roles in any discussions. 
  They recognise the necessity of striking quickly against the 
  Chaos threat, for it is clear that the Warpsmith has already 
  begun to enact plans that could irreparably damage Lycurgos.
  If the squad does not have a significant 
  leadership role, then their debriefing is 
  largely routine. The biggest concern 
  is the presence of a Commissar who 
  demands a succinct explanation for 
  why any of the Severan Dominate 
  soldiers were taken prisoner—other 
  than the general. If these individuals 
  were permitted to return to the camp 
  while armed, this is considered an 
  even more egregious offense. The 
  characters can work together to try 
  to convince the Commissar that 
  their actions were both necessary 
  and justifiable. Doing so requires 
  success on an Opposed Hard 
  (–20) Charm or Deceive Test, 
  depending upon the strategy that 
  they pursue in the discussion.
  By default, the debriefing and 
  planning session requires two full 
  hours. If the Player Characters have 
  a leadership role, they may attempt 
  to hurry this process along, through 
  a series of social Tests, with difficulties 
  modified by their approach and tactical 
  savvy. If the Player Characters are not in 
  a leadership role, they have little ability to 
  influence the time required.
   
  
  III: Mechamorphosis
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  If the Guardsmen normally have some command authority, 
  then regimental command moves to place them in charge of 
  the central mission to stop the Warpsmith. This puts them 
  in charge of a company-sized unit, which includes six full 
  platoons of soldiers—or a proportionate number of vehicles 
  for an armoured company. In this instance, there assignment 
  is made abundantly clear from the very beginning. Their 
  group is to find the Warpsmith and eliminate him. If he has 
  a larger strategy already in place, then they must prevent him 
  from fulfilling that strategy. 
  Note that other units are assigned to deal with peripheral 
  issues. Even after their recent losses, there are many 
  companies of loyal soldiers operating within the star fort. 
  Almost all of these are assigned to tasks that should support 
  the Player Characters. These include missions to stop 
  Daemon Engine production, destroy the enemy’s supplies, 
  and even to eliminate any hostile Severan Dominate soldiers. 
  The Imperial Guard has not captured the star fort. Rather, 
  it remains an insecure site filled with humans and Daemon 
  Engines who seek to destroy the Imperial soldiers. With the 
  Warpsmith’s interference, now even some of the star fort’s 
  integral components are targeting them for destruction. With 
  the support of these other groups, regimental command 
  hopes to reduce the losses that the Player Characters and their 
  company suffer as they advance towards the enginarium.
  This plan has its merits, but there remain far too many 
  dangers within the star fort for any unit to pass through 
  unscathed. This is particularly true with the Warpsmith’s 
  focus on preventing any forces from reaching the enginarium. 
  Further, many of the cultists who had served as Severan 
  Dominate soldiers until they turned to the Ruinous Powers 
  remember the paths through the star fort’s maintenance 
  shafts. Consequently, they can move with relative isolation 
  to places that are behind the enemy lines. This enables them 
  to strike against the Player Characters and their company, 
  even at those times when the other units are succeeding in 
  buffering them from outside assault.
  Uncover 
  Corruption
  “The stench of blasphemy is often cloaked by the false justifications 
  of preservation, emancipation, or elucidation. Beware these sins, lest 
  ye tread the path to damnation.”
  –Missionary Sarama Vitz
  A
  s the Guardsmen who successfully reached the 
  command deck and captured General Constantine, 
  the Player Characters are some of the most 
  knowledgeable Imperial Guard soldiers on the star fort. 
  Not only have they spoken with the former leader of the 
  enemy, they have also seen the facility used to control Lycurgos 
  and encountered a number of the Chaos forces now active. 
  Depending upon their actions at the command deck, they 
  could have recovered the station’s schematics. Alternatively, 
  they could have obtained this information—potentially along 
  with the Severan Dominant force disposition and intended 
  assignments—from the general.
  This degree of familiarity makes them prime candidates 
  to lead the actions against the Warpsmith and his forces. 
  Evidence obtained from the General, his surviving officers, 
  and even a few cultists who could be questioned are all in 
  agreement about the Chaos Space Marine’s current location. 
  He has seized control of the station’s enginarium. Located 
  within the star fort’s central core, deep in its bowels, this 
  facility controls nearly all of the facility’s systems. From this 
  location, the Warpsmith can use his blasphemous knowledge 
  to further his control over Lycurgos, turning its mechanical 
  systems against any who would dare to oppose him. 
  Regardless of their rank, this degree of expertise is highly 
  regarded by regimental command. Because of this, their unit 
  is assigned a central role in the plan to stop the Warpsmith. 
  If the characters have no authority, then their squad must 
  fight at the very front of the battle. The squad’s past successes 
  indicate that they are capable of recognising threats and 
  clearly responding. Consequently, putting them in a position 
  to repeat those same actions is the best way that they can 
  serve the Imperium.
  A mAtter oF time
  The trip back to the encampment took a significant 
  amount of time. Debriefing, planning, and a new 
  mission briefing requires even more time. All the 
  while, the Warpsmith continues to prepare his ritual. 
  Game Masters must keep a record of the time that the 
  preparations require, so that they can track just how 
  far the Chaos Space Marine’s plans have progressed. 
  If the ritual is completed, the situation turns dire 
  for all living things that remain within the star fort. 
  Warpsmith Arkturian continues his ritual, even if the 
  Guardsmen are imprisoned for criminal incompetence 
  by a regimental Commissar. The Player Characters are 
  the only ones who have the potential to stop his plans, 
  by either saving or destroying Lycurgos.
   
  
  III: Mechamorphosis
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  Countermanding those orders to obtain additional assistance 
  could compromise the mission.
  At this point, the regiment’s assets are open to the Player 
  Characters. This mission has the absolute highest priority. 
  Any equipment within the stores is available as Mission 
  Assignment Gear. Game Masters must use their own discretion 
  in deciding what equipment is available. For example, if the 
  regiment is comprised of foot soldiers, then a Baneblade 
  super-heavy tank is unlikely to be present within their stores. 
  However, rarer heavy weapons, such as a multi-melta, could 
  be available, assuming the characters have the ability to carry 
  and wield it effectively.
  The lieutenant then answers any questions to the best of 
  his abilities. He almost certainly knows less about the dangers 
  that the unit faces than those who have recently returned from 
  the command deck. He is willing to offer any advice that he 
  can, but his knowledge of the situation is limited.
  BACK INTO THE FIRE
  After the characters complete their briefing, they can obtain 
  any necessary supplies from the regiment’s stores. Then, they 
  must assemble their company and set out into the star fort. 
  Initially, this may seem very similar to the assignment to find 
  the general. After all, the unit is travelling through hostile 
  territory in the star fort to find an enemy leader. The key 
  difference in this situation regards the circumstance of the 
  mission and the nature of the opposition.
  With the previous assignment, the units were largely 
  unaware of their destination. They were also operating in a 
  very dispersed fashion, with unsupported squads searching 
  out the enemy. Their orders were abundantly clear that 
  enemy contact was not the priority. The general tone of those 
  missions was one of confusion and mystery, as unexpected 
  challenges were gradually revealed.
  This mission contrasts sharply in that their destination is in 
  a known location, and the unit is operating on a larger scale. 
  Additional units, whose primary goal is to ensure their safe 
  arrival, support the company-sized force. All now recognise 
  that the forces of Chaos have a powerful presence within the 
  star fort, and those enemies must be eliminated with extreme 
  prejudice. Where the unit was previously equipped with a 
  limited selection of wargear focused on stealth, they now 
  have almost unlimited access to the most potent weapons that 
  the Imperium can supply.
  Throughout this scene, the characters must engage in 
  a series of running battles as they fight their way onward 
  towards their destination. Just as they recognise that reaching 
  their objective is absolutely vital for the survival of the star 
  fort, the defenders also believe that the Guardsmen must 
  be stopped. The cultists fighting against them are in awe of 
  Warpsmith Arkturian and his grand vision, and are willing 
  to sacrifice their very existence to stop any who would dare 
  to oppose him, while the Daemon Engines are leashed to his 
  will, their own desires and will broken by the Warpsmith.
  Because of their unfailing devotion, the enemy 
  is present in significant force along any avenues of 
  approach to the enginarium. To attain their goal, the 
  company must battle through layer after layer of 
  MISSION BRIEFING
  The lieutenant gathers the squad, and explains the nature 
  of their newest assignment. Regiment command recognises 
  that the squad is exhausted and that they have already fought 
  valiantly in the Emperor’s name. However, there can be no 
  time for rest when the enemies of the Imperium are still 
  active. They must quickly prepare to continue their battles, 
  before the foe can consolidate its position and threaten the 
  small victories that have already been won.
  As previously explained, the squad is placed in charge of a 
  company-sized group for this mission. If they normally have 
  a greater degree of authority, their commitment is reduced. 
  Regimental command assumes that the group is capable of 
  managing a smaller number of soldiers, as assets are required 
  to support their mission. 
  The primary mission objective is to find and stop the 
  Warpsmith, at all costs. Beyond all else, he cannot be 
  permitted to control the star fort. If necessary, it is better to 
  destroy Lycurgos than to permit the resource to fall into the 
  hands of Chaos. This is obviously not a desirable sacrifice, but 
  if it is necessary, so be it.
  Vox communications are to be avoided unless absolutely 
  necessary. It is assumed that the enemy agents have the ability 
  to eavesdrop on any vox frequency or through the star fort’s 
  communications systems. In the event contact is necessary, the 
  unit should try to use runners. If that is suspected to take too 
  long, then the vox should be used, but only for emergencies. 
  A sheet of code phrases is provided to the unit.
  The only secondary objective is to eliminate any Chaos 
  threats that are encountered during their journey to the 
  enginarium. A map of the recommended route to that location 
  is provided. The regiment’s intelligence officers compiled 
  the route through information obtained by the scouting 
  expeditions and through interrogation of Severan Dominate 
  prisoners. Based upon recently observed data, intelligence has 
  little faith in the map. Agents of the Ruinous Powers have 
  almost certainly disassembled at least some portion of the 
  corridors and rooms that make up the route. The lieutenant 
  warns the soldiers that any deviations from the route, no 
  matter how necessary, could lead to the group having less 
  than optimal support from other Imperial Guard units.
  Under no circumstances should the group ally with any 
  Severan Dominate forces encountered during their travels. At 
  this point, it is expected that any remaining soldiers within 
  the star fort are either hopelessly devoted to the secessionist 
  cause or under the influence of the Ruinous Powers. The risk 
  associated with any temporary alliances more than offsets any 
  potential benefits.
  Similarly, the unit must not rely upon assistance from 
  any additional Imperial Guard units contacted. Regimental 
  command fears that some units may have become corrupted. 
  Many units have not yet reported in after their earlier 
  scouting assignment. Any units sent out to support the 
  Player Characters are also provided with the updated sheet 
  of code phrases. If it proves vital, any runners or support 
  requests must use those codes, so that the unit knows to 
  provide support and communications assistance. Of course, 
  those supporting units do have their own responsibilities. 
   
  
  III: Mechamorphosis
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  Rene Line (order #5674501)
  
  III: Mechamorphosis
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  places within Lycurgos where such a massive Daemon Engine 
  can freely travel. Instead of staying within the star fort’s 
  confines, several of these mechanical terrors have broken free 
  from the bulk of the star fort, and begun to fly through the 
  gulf of space surrounding the station. Well aware of what 
  is necessary to complete the plans in service of the Ruinous 
  Powers, the Heldrakes dare to continue their service from the 
  exterior of the star fort. 
  The Daemon Engines are aware that the majority of the 
  Imperial assets are based upon one of the docking arms. 
  They are even able to recognise which arm poses the greatest 
  threat, as its location relative to the damaged arm is clear. 
  Knowing that an unexpected strike could inflict significant 
  damage upon the fragile humans, the Heldrakes prepare to 
  assault that docking arm. If they can quickly penetrate the 
  hull, they might be able to eliminate many of the humans 
  within the star fort. With their potent weapons and powerful 
  limbs, the horrors expect to rend many of their prey, while 
  hurling others into the cold embrace of the abyss, far from the 
  station. Any guardsmen who were not wise enough to wear 
  void suits within the docking arm are certain to suffer the 
  consequences of depressurisation.
  The technological horrors have one flaw in their strategy. 
  The units stationed upon the star fort’s exterior recognise the 
  threat within minutes of the Heldrakes exiting the station. 
  Within the docking arm, warning klaxons blare their 
  alarms. Runners rush to inform the command officers of 
  the nature of the threat, and alarms are quickly spread 
  for everyone to immediately don void suits. 
  Chaos forces. In the event they backtrack or delay their 
  advance, other units are likely to move into the positions to 
  replace any that have been previously eliminated. The only 
  chance for success relies upon a consistent and rapid advance. 
  Game Masters are encouraged to enforce all of the opposition 
  conflicts presented below during the course of the journey to 
  confront Warpsmith Arkturian. By the time they reach their 
  destination, the company is certain to have expended many 
  of their resources and to have sustained grievous losses. This 
  should make the final battle all that much more challenging 
  and satisfying.
  For some groups, the players could devise an alternative 
  strategy to reach their destination. They might employ weapons 
  to breach bulkheads, travel through maintenance passages, or 
  even wilfully destroy military assets to clear a path. Game 
  Masters must use their discretion in deciding which enemy 
  forces this could compromise or permit the unit to bypass. In 
  any case, it remains vital to track the time required to complete 
  these alternative strategies. Any efforts that require extensive 
  planning or preparation work also grant the Warpsmith 
  additional time to prepare and complete his unholy ritual.
  By default, the journey to the enginarium is a bit longer 
  than the trip from the command deck. This trip normally 
  takes three hours to complete. This is partly because the 
  Player Characters’ unit is not the first to leave, with other 
  units sent before them to scout. The Game Master must track 
  and modify the time required, based upon their strategy and 
  pattern of movement. If the unit somehow devises a means 
  to move more quickly—possibly using supercharged troop 
  transports or even somehow designing an alternative route—
  then this time could be reduced. An excessive number of 
  combats, rest periods, or strategic sessions could significantly 
  increase the necessary time. 
  through the SKin
  The unit sets out upon its mission from the relative security 
  of the docking arm. Within its confines, the Player Characters 
  should feel the illusion of security. After all, the agents of 
  the Machine Cult have already isolated its systems from the 
  remainder of the station. Imperial forces have held the security 
  checkpoint near the docking arm’s base securely for some time. 
  Even when the Severan Dominate attempted to force their way 
  through, the Imperial Guard eventually repelled the attacks. In 
  essence, since their arrival upon the station, the encampment 
  has represented the security of the Imperium. The unit should 
  feel that within its confines they are safe from enemy attack. 
  This is absolutely an incorrect and unjustified assumption.
  The company that the Guardsmen command is one of 
  the latter ones to depart towards the enginarium. The other 
  units need a bit of lead-time, so that they can thin out the 
  enemy resistance for the unit devoted towards stopping the 
  Warpsmith. During this time, the Player Characters may 
  engage in some last minute planning or meetings with the 
  regimental command officers. Of course, even as some of the 
  soldiers stand idle, the forces of the enemy continue their 
  preparations to control the star fort.
  The Heldrake that the Guardsmen encountered within 
  the chasm was not the only example of its kind amongst 
  Warpsmith Arkturian’s creations. However, there are few 
   
  
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  For soldiers within the station, the cacophony from the 
  exterior represents a terrifying backdrop of doom. Based 
  upon the orders that regimental command issued, the Player 
  Characters should be aware of both the presence of the 
  Heldrakes and they should suspect that explosive decompression 
  is the ultimate goal. The Guardsmen are aware of the measures 
  taken by the Tech-Priests to secure the docking arm, but 
  the atmospheric processing units and repair servitors are not 
  intended to overcome the direct actions of a Daemon Engine. 
  The unit must decide how to best respond. This could include 
  taking up firing positions, finding cover, or ultimately fleeing 
  the docking arm. Game Masters must use their discretion to 
  determine how much damage the Heldrakes suffer prior to 
  penetrating the hull, and the damage that the soldiers could 
  suffer. When the hull is penetrated, if the Guardsmen lacked 
  the foresight to secure themselves to bulkheads and structural 
  elements, they must make Hard (–20) Athletics Tests to 
  avoid being hurled into the clutching depths of space, as the 
  star fort’s atmosphere begins to vent.
  Due to the modifications, once the Heldrakes are 
  eliminated, any damage to the hull is quickly repaired. 
  Servitors move into position with specialised equipment to 
  swiftly apply patches, and the atmospheric processing units 
  restore the docking arm to normal levels. Unfortunately, any 
  soldiers hurled beyond the star fort are not rescued before 
  these repairs are implemented. Guardsmen on the star fort’s 
  exterior must work to recover them—potentially further 
  delaying the mission to the enginarium.
  Moving as quickly as possible, regimental and company 
  command officers direct soldiers to pass through airlocks so 
  that they can defend the docking arm from its exterior. Hurried 
  commands direct the soldiers to grab lascannons, as they are the 
  only portable weapons believed to pose a reasonable threat to the 
  fast moving Daemon Engines. The Player Characters and their 
  unit are specifically directed to avoid participation in this stage 
  of the defence. Their role is too critical for them to participate in 
  such a risky manoeuvre at this juncture. The Guardsmen can, of 
  course, choose to disregard these orders, and rush to the nearest 
  airlock to help engage the enemy. Alternatively, they could wait 
  as directed, or prepare to leave the docking bay, so that they 
  might avoid the potential disaster of explosive decompression.
   If the unit chooses to pass through the airlocks to engage 
  the Daemon Engines, they arrive just as three Heldrakes (see 
  page 139) begin their assault upon the docking arm’s exterior. 
  Due to their size and manoeuvrability, the star fort’s defensive 
  systems are inadequate to repel the attack. Fortunately, unless 
  the regiment has previously sustained extremely heavy losses, 
  the guardsmen oppose the mechanical terrors in significant 
  numbers. In addition to the unit that the Player Characters 
  command, there are two full companies of Guardsmen—
  including at least one of Vostroyan Void Shrikes—already 
  prepared to defend the exterior. These soldiers have already 
  set up their lascannons—at least twenty per company—
  and fire freely upon the Heldrakes as they approach. The 
  mechanical terrors can inflict substantial damage upon the 
  defenders, but they suffer grievous wounds in the process. 
  One of the three attackers notices the Player Characters and 
  their unit, moving to target them with its attacks.
  In spite of the serious damage they suffer, the Heldrakes retain 
  some focus about the nature of their purpose. They believe that it 
  is far more important to damage the star fort than to punish the 
  humans who would attempt to defend it. The Daemon Engines 
  recognise that explosive decompression could cause far greater 
  damage than the powerful weapons they wield. Because of this, 
  after two Rounds of combat with the Imperial forces, they change 
  their strategy to directly attack the docking arm, attempting to 
  penetrate the star fort’s armour and tear its hull apart.
  The Heldrakes exhibit the self-discipline to focus upon 
  their purpose, in spite of the Daemonic rage that burns within 
  their mechanical hearts. However, they do not demonstrate 
  the tactical acuity to cooperate and support one another’s 
  actions in this effort. Each of the three entities attempts to rip 
  through the star fort’s hull and armour (30 Armour Points) 
  independently. Destroying this structure requires a significant 
  effort, even for creatures as massive as the Daemon Engines. 
  As they undertake it, they remain vulnerable to weapons fire 
  from the companies dispersed across the star fort’s surface. 
  The battle becomes a race between the Imperial Guardsmen 
  attempting to destroy the technological horrors and the 
  Daemon Engines who wish to expose the docking arm’s 
  interior to the vacuum beyond.
  If this battle lasts more than three Rounds, the Imperium’s 
  agents manage to obtain the upper hand. Attack craft 
  stationed at a nearby launch bay finally join the battle. 
  Employing their heavier weapons, these ships are 
  able to finally eliminate the Daemon Engines, if the 
  Guardsmen have been unable to do so.
   
  
  III: Mechamorphosis
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  The fall is enough to kill the cultists, but the collapsing catwalk 
  can injure any exposed Guardsmen. Before opening fire, a 
  Player Character can attempt a Challenging (+0) Battlefield 
  Manoeuvre Test to clear soldiers from the spot where the 
  catwalk is certain to fall. Should they succeed, the soldiers in 
  the area clear out of the way. Should they fail, a full squad is 
  slain when the catwalk crushes them beneath its weight.
  At the Game Master’s discretion, some of these infiltrating 
  cultists can be better equipped—particularly if the Player 
  Characters belong to a mounted regiment. Their lasguns and 
  even the collapsing catwalk are little threat to a tank or even 
  a troop transport. In these cases, heavy weapons could be 
  smuggled through the maintenance ducts, damaging a vehicle 
  and delaying the company’s advance. Another possibility 
  could be to assign demolition charges to the cultists. When 
  the catwalk gives out, the suicidal traitors could choose to 
  trigger the weapons, inflicting even more substantial damage 
  when they impact than just the catwalk might have inflicted. 
  A Rogue Psyker might even be included among the ranks 
  of these snipers, to offer an additional means of inflicting 
  damage upon the Guardsmen.
  A few isolated cultists and even a platoon of suicidal 
  snipers represent a momentary diversion to a full company 
  of Imperial Guard soldiers. They are only worth a few 
  moments of time, and a brief exchange of weapons fire. 
  These opponents are a reminder of the dangers present in the 
  star fort, but not a true threat to success. However, there are 
  larger groups equipped with more potent weapons, which do 
  present a true obstacle for the company.
  When the Severan Dominate soldiers embraced devotion 
  to the Ruinous Powers, almost all of them took their 
  vehicles and weapons with them into their new service. A 
  significant portion of their wargear was used in the creation 
  of the Daemon Engines that now plague Lycurgos. However, 
  neither the army of corrupted servitors nor the best efforts of 
  Warpsmith Arkturian were sufficient to transform all of them. 
  Those who still have intact vehicles are now using these to 
  stop the Imperial Guard advance towards the enginarium. 
  In many cases, battles have been fought between the other 
  Imperial Guard companies and these craft now manned by 
  Chaos devotees. With their maniacal devotion and little care 
  for their lives, the more disciplined guardsmen have been 
  generally successful in overcoming the threats that they 
  pose. Essentially, the vast majority of the Severan Dominate 
  vehicles are destroyed long before they can threaten the 
  Player Characters.
  A few, however, are simply too resilient and too powerful 
  to be easily dismissed. This is particularly true for a group 
  of two surviving Stormlord super-heavy tanks (see page 
  135) that the Chaos cultists still control. These enormous 
  engines of destruction have been possessed through the vile 
  tech-sorcery of the Warpsmith, reducing the Ballistic Skill 
  of the “crew” of the lumbering behemoths to 20. Within the 
  relatively constrained corridors of the star fort, even the most 
  disciplined of Imperial Guardsmen are reluctant to maintain 
  a firing position while one of these massive vehicles bears 
  down upon them. Those few who have the devotion to 
  do so all too often find that their weapons are incapable 
  of penetrating the tanks’ armour. 
  ForceFuL conFrontAtion
  The servants of the Ruinous Powers have taken the time 
  available to implement significant defensive measures along 
  the most likely paths to the enginarium. They recognise that 
  the Imperial Guard is unlikely to stand by idly as Warpsmith 
  Arkturian enacts his unholy ritual. Because of this, they 
  have assembled every available asset to their cause, with 
  the intentions of giving their lives to the Warp entities that 
  already own their souls. They are prepared to suffer any 
  sacrifice and are willing to exact serious damage to the star 
  fort in the process.
  Knowing this, the traitors gleefully embark on a path 
  that they hope should lead to the destruction of the Imperial 
  Guard soldiers. Their attacks and strategies vary throughout 
  the advance, but the overall mission is merciless and almost 
  relentless. The maniacal cultists willingly sacrifice ten or more 
  of their own if it can mean the death of a single Guardsman. 
  They embrace their destiny with the certainty of the mad 
  zealots that they have become. Every death they inflict and 
  every moment that they manage to delay the Imperial Guard 
  advance improves the chances that their leader could succeed 
  in his mission. They know that his triumph could mean a 
  dramatic victory for the unholy and a grievous loss to those 
  who would dare to oppose their power. The cultists are 
  enthusiastic about giving their lives to aid that cause.
  The assaults should take a variety of forms, and should be 
  almost unending. Game Masters can choose to pass some of 
  these conflicts in narrative time. Essentially, the cultists are 
  zealous, but they are poorly coordinated. In some instances, 
  a single cultist or a group of just a few could attack the full 
  company of Imperial Guard. In these cases, a single soldier 
  might be lost, but the overwhelming firepower quickly 
  eliminates the threat. Encounters of this nature need not 
  involve dice to resolve. Instead, Game Masers could select to 
  seed such attacks into the descriptions of the advance. In most 
  instances, minor attacks such as this are indicative that another 
  unit has failed in their attempts to clear the path for the Player 
  Character’s company. This could be a sign that the allied force 
  has been eliminated. Alternatively, this could indicate that just 
  a few members of a huge attack wave managed to get past the 
  allied force. In these instances, the trickle of attacking cultists is 
  all that remains of a much larger force.
  More effective assaults can come from maintenance 
  ducts interwoven among the star fort. Many of the cultists 
  remain intimately familiar with this network from their 
  time as Severan Dominate soldiers. Now, they use this same 
  knowledge in the service of their new masters. A horde of 
  dozens of cultists emerges unexpectedly from maintenance 
  shafts, onto catwalks located far above the main passages. 
  From these positions, the corrupted hurl grenades and open 
  fire upon their foes. Most of these soldiers are only equipped 
  with lasguns, but as the corridors offer little cover from above, 
  even these weapons can present a potent threat. 
  At the same time, the catwalks offer very little cover (4 
  Armour Points) to the soldiers that stand upon them. Further, 
  the structures are hardly stable. If any of the guardsmen choose 
  to focus their fire upon the catwalks proper, this can easily 
  cause them to collapse, dumping the frail structures and the 
  cultists to fall more than a dozen metres to the star fort’s deck. 
   
  
  III: Mechamorphosis
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  this portion of the star fort has been reconfigured so that it 
  is lethal to any living thing that attempts to pass through it. 
  The only mobile objects that the Player Characters and 
  their unit could encounter in this region are servitors. These 
  scavengers are busily obtaining components that could be used 
  to construct additional Daemon Engines. These are largely 
  materials taken from the star fort’s structural elements, as well as 
  its manufactorums. The servitors are delivering these materials 
  to the corridor surrounding the enginarium, where other 
  servitors are busily at work. Note that the star fort is capable of 
  recognising the servitors, so it does not trigger its traps when 
  they pass through them, unless they are also accompanied by a 
  significant number of guardsmen.
  Throughout this region, the star fort’s corridors and rooms 
  have been stripped out and newly reconstructed. What was 
  once an area of processing facilities and residential space 
  has been transformed into a maze. Sparking cables writhe 
  and twist on the periphery of the Player Characters’ vision, 
  servitors stand fused to the walls, their lobotomised brains 
  providing rudimentary processing power to the corrupt 
  machine, and foul, glowing script seems to crawl across the 
  walls, only to vanish if looked at directly. The Guardsmen 
  find this change more than a little unsettling. The new 
  construction also makes it nearly impossible to identify any 
  landmarks. Each corridor is five metres wide, and physically 
  identical to the one behind it. Every twenty to thirty metres, 
  new corridors branch off or change directions. None of 
  the corridors ever extend for more than fifty metres in a 
  single direction. The design is clearly intended to leave a 
  unit wandering for hours or even days, as they attempt to 
  decipher the best route through the maze. Doing so requires 
  a Hard (–20) Logic Test on the part of someone making 
  their way through the maze. 
  In order for the Guardsmen to survive, they must keep their 
  wits about them, prepare for the most deadly possibilities, 
  and rely upon their technological understanding of Lycurgos. 
  In some instances, a talented Tech-Priest can offer the most 
  favourable solution. Once he recognises the risks present, he 
  could potentially deactivate the deadly components, or even 
  attempt to restore the machine spirits, so that they can resume 
  control, and spare the lives of the Imperial Guard forces. In 
  other cases, the threats are simple mechanical modifications. 
  To overcome these, the best defence that the Guardsmen can 
  have is a group of observant scouts, capable of recognising 
  any unusual features.
  Prior to the start of this scene, it may be worth 
  considering whether or not the company has chosen to 
  deploy scouts. To a certain extent, it could be reasonable for 
  them to have avoided this tactic. With other units providing 
  some degree of protection, the scouts were not necessarily 
  essential. Further, spreading the company out within the 
  tight confines of the star fort could pose an additional risk, 
  especially in the event of sniper attacks. At the same time, 
  if the regiment’s traditional approaches called for scouts, 
  no amount of situational information would necessarily 
  alter that approach. If the issue has not been discussed 
  since the unit departed the docking arm, then assume that 
  the company has followed typical regimental protocol. If 
  no such standard exists, then have the lead character make 
  The Chaos forces have placed these two tanks in a large 
  passage that leads towards the enginarium. The passage was 
  once a series of interior structures, but it has been disassembled 
  and gutted to create an area more than seventy-five metres 
  wide and more than a hundred metres deep. Servitors removed 
  the structural elements, as they scrounged for components 
  to build Daemon Engines. The massive room is now a key 
  location between the docking arm and the defended location 
  where the Warpsmith conducts his ritual. It is possible for the 
  Player Characters to detour their company around the area, 
  but it adds another hour to the journey. Further, the detour 
  impacts the defensive measures that other Imperial Guard 
  companies have undertaken, leaving the Player Characters’ 
  advance less well defended.
  Even before the soldiers reach the room, the stench of 
  gunfire and death is readily apparent. When they first view 
  the passages approaching the entrance, they can see the 
  wreckage of one of the other companies that had supported 
  them. Its members lie in ruins, the massive firepower of two 
  possessed Stormlords proved more than they could overcome. 
  There are other entrances to the room, and the super-heavy 
  tanks have sustained some light damage. 
  The tanks represent a significant threat to the Imperial 
  advance. The room essentially offers no cover for the units 
  on either side. The soldiers must devise and implement an 
  effective means of quickly overcoming these foes without 
  sustaining significant losses in the process. Otherwise, they 
  might not have the resources necessary to overcome the 
  Warpsmith—or even the other defenders that still await them.
  the StAr Fort rebeLS
  Warpsmith Arkturian and his followers control portions of 
  Lycurgos in a way that the Severan Dominate never could have 
  imagined. With his affinity for technology and ability to corrupt 
  it, the star fort has begun to respond to his blasphemous rituals. 
  The machine spirits that control many of its components have 
  already been deactivated or destroyed so that corrupted entities 
  can fulfil those roles. Servitors—now controlled by the Chaos 
  Space Marine—eagerly destroy those same components that 
  they laboured to maintain for centuries.
  As the corruption spreads, so too does the Warpsmith’s 
  ability to use these tools to inflict harm upon the Imperial 
  Guard. Soldiers bold enough to enter places that are now 
  firmly under his sway must overcome the shifting morass 
  of machine, flesh, and pure Warp-stuff the star fort is 
  becoming. In many instances, these can be overcome with 
  simple strategic conflict, such as the hundreds of murder 
  servitors newly created from the bodies of fallen Severan 
  Dominate soldiers. In other cases, however, the star fort’s 
  very architecture turns against the servants of the Imperium. 
  With a combination of traps and writhing structural 
  mutations, an environment confronts the Imperial Guard 
  that is designed to be deadly.
  These challenges form an outer perimeter around the 
  enginarium. The Chaos cultists have been instructed to 
  stay clear of this region. For the most part, they have 
  stayed true to this directive. This is largely because 
  the first few who disobeyed quickly fell prey to 
  the star fort’s destructive capabilities. In essence, 
   
  
  III: Mechamorphosis
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  Trap 1: Gravity Mire
  The servitors have modified the gravity in this portion of the 
  hallway. When the trap’s sensors detect an ideal presence of 
  targets, the gravity increases by a factor of ten for everything 
  within the hallway. Characters adjacent to the boundary 
  may make a Hard (–20) Acrobatics Test to roll out of the 
  trap as it activates. Everyone else is pinned to the ground, 
  immediately suffering 1d10+4 Impact Damage. This Damage 
  is not reduced by Armour, though it is reduced by Toughness 
  Bonus as normal. This includes anyone mounted upon a 
  vehicle. The vehicles within the trap’s range are immobilised 
  for the duration of the effect.
  None of the Imperial Guard vehicles are designed to move 
  within these conditions. For the soldiers, simply attempting 
  to move a number of metres equal to Agility Bonus requires 
  success on a Very Hard (–30) Athletics Test. Failure 
  indicates the character remains immobilised. 
  The trap remains active for five Rounds after triggering. 
  During each of these Rounds, the deck plate discharges a 
  blast of electrical energy that affects everything in contact 
  with it. It automatically deals 1d10+5 Energy Damage, 
  with the Shocking quality. Game Masters may decide if any 
  vehicles are insulated against the massive energy discharges. 
  Insulated vehicles protect the soldiers mounted upon them 
  as well as the vehicles’ machine spirits. Vehicles that lack the 
  appropriate insulation pass the damage on to any mounted 
  soldiers. Their control systems also suffer serious damage, 
  leaving the vehicles in need of major repairs before they 
  can continue on. After the trap is fully discharged, the 
  Guardsmen must devise some means of moving any damaged 
  vehicles out of the way, so that those further behind in the 
  column may pass.
  After activation, the trap requires twenty minutes to 
  recharge before it can activate a second time. If the Guardsmen 
  spend this much time attempting to move a vehicle out of the 
  way—or if their column moves exceptionally slowly—the 
  same trap could strike different parts of the company. Game 
  Masters must pay close attention to the time spent attempting 
  to assist those injured by the first activation or to remove any 
  vehicles that obstruct passage.
  Trap 2: Vacuum Ventilation
  At the direction of the Warpsmith, servitors set up the 
  ventilation system in a segment of the passage so that it 
  can rapidly reverse its flow. By shutting a pair of concealed 
  hatches—hidden within the bulkheads of the passage—
  twenty metres of corridor become isolated. Once the systems 
  activate, all atmosphere is rapidly removed from the passage, 
  transforming it into a vacuum. Characters without void 
  suits or respirators begin to suffocate (see page 267 of the 
  only War Core Rulebook). Once sealed, the hatches are 
  permanently shut. There is no locking or hinging mechanism 
  accessible from within the corridor.
  The Player Characters can either destroy the hatches or 
  cut through them with breaching equipment. They can 
  either be broken from range, per the damaging cover rules 
  or they can be cut through with a lascutter. For these 
  purposes, treat them as having 16 Armour Points. 
  a Routine (+10) Scholastic Lore (Tactica Imperialis) 
  Test. Should he succeed, he may choose whether or not 
  scouts have been deployed.
  If scouts have been deployed ahead of the main portion 
  of the company, then those soldiers have an opportunity to 
  discover—or trigger—some of the traps newly integrated 
  into the star fort’s structure. This is important because the 
  traps are capable of inflicting substantial damage to the 
  company as a whole. A scout can redirect the unit around the 
  dangers, or identify them so that a Tech-Priest can overcome 
  the threat. Alternatively, even if an entire squad of scouts 
  is lost to any of these traps, that is a far more manageable 
  sacrifice than the damage any of the traps could inflict upon 
  the entire company. 
   There are three different types of traps established in the 
  middle ring around the enginarium. The Warpsmith and his 
  agents have constructed each of these numerous times along 
  multiple routes towards that central place. If the Guardsmen 
  follow the most direct route, they need only encounter each 
  of these once. However, if they attempt to divert around a 
  trap, they might encounter another instance of that same 
  trap or a duplicate of one previously encountered. Game 
  Master discretion should be the ultimate arbiter of duplicate 
  or alternative traps. Note that by the time the unit reaches 
  this portion of Lycurgos, it is reasonable to assume that they 
  no longer have any other units of Imperial Guard scouting 
  ahead of them. Consequently, these traps remain set when 
  the company arrives. There is no evidence that a portion 
  of the hallway might have previously eliminated a unit of 
  guardsmen. By default, each of these traps is designed to 
  affect a twenty-metre length of corridor. Unless the units are 
  dispersed in an unusual fashion, this should cover at least 
  three squads of soldiers or two tanks or troop transports.
  Identifying a trap requires success on a Hard (–20) 
  Awareness Test. With success, the acting character recognises 
  a barely discernible feature that signals the presence of a trap. 
  With two or more Degrees of Success, the character also 
  identifies a concealed panel, which can be used to disable 
  it. Successfully disabling any of the traps requires a Very 
  Hard (–30) Tech-Use Test. Should they succeed, the trap 
  is permanently disabled. Should they fail, it is disabled only 
  briefly—the last squad crossing over it is still struck by 
  the trap. With three or more Degrees of Failure, the acting 
  character incorrectly disabled the trap. It continues to function 
  normally, though he is confident that he has shut it down. All 
  of the traps depend upon a combination of visual and mass 
  sensors. They require both a minimum of two vehicles or 
  twenty foot soldiers to activate, and are designed to function 
  when the trap is fully loaded with targets.
   
  
  III: Mechamorphosis
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  are doomed to die when they run out of air or crash into 
  Warzone Epsilon’s atmosphere.
  Due to the size of the chasm, soldiers left behind are not 
  affected by the loss of atmosphere when the massive hatch 
  opens to let the corridor out of the star fort. They certainly 
  hear and feel the rush of air, but it is sufficiently dispersed 
  that the region is not significantly impacted. Foot soldiers 
  can easily pass through the area left behind by the trapped 
  corridor using a grapnel and line. Vehicles, however, have 
  no easy means to cross. The company can either attempt 
  to find an alternative route, devise a bridge, or wait for the 
  trap to reset—without knowing for certain whether that is 
  going to occur.
  After fifteen minutes, new corridor bulkheads and deck 
  plate descend from the corridor ceiling, effectively resetting 
  the trap. Note that this replaced trap does push any temporary 
  bridges or lines out of the way as it moves into place. The 
  reset trap, much like a deactivated trap, is completely stable 
  until triggered. The structural elements eliminated by the 
  detonation charges are fully capable of supporting the weight 
  of any of the company’s vehicles.
  enemy engineS
  Warpsmith Arkturian has chosen to reserve his precious 
  Daemon Engines for the final line of defence outside of the 
  enginarium. To provide the massive creatures with adequate 
  space to effectively oppose his enemies, a huge torus has been 
  hollowed out surrounding the enginarium. While that facility 
  still requires a massive amount of space—roughly 500 metres 
  Deactivating the trap requires that a character succeeds 
  on a Hard (–20) Tech-Use Test. Should they succeed, 
  the character spends fifteen minutes disabling the trigger 
  mechanism from outside the trapped area. Should they 
  fail, fifteen minutes are exhausted, without any progress. 
  With three or more Degrees of Failure, the acting character 
  accidentally triggers the trap.
  Trap 3: Collapsing Tunnel
  Servitors have installed detonation charges within the 
  structural elements surrounding a twenty-metre portion 
  of the star fort’s corridor. When a target group enters 
  this region, the charges trigger, and the corridor becomes 
  physically detached from the surrounding structural 
  sections. For a few moments, the tunnel simply falls 
  through a chasm, previously cleared by the servitors, at the 
  Warpsmith’s instruction. This continues until its momentum 
  carries it through a massive hatch opened on the star fort’s 
  ventral surface. The corridor—and its occupants—is ejected 
  from the star fort into the cold hell beyond. Moments later, 
  the massive hatch shuts, leaving the trap’s victims trapped 
  beyond the star fort, moving away from the Lycurgos at a rate 
  of more than fifty metres per second.
  Soldiers caught near the edges of the trap may make a 
  Challenging (+0) Acrobatics Test to dive free of the 
  trap as the explosives trigger. Should they succeed, they 
  avoid the trap’s consequences. Those caught in the 
  trap must devise some means to return to the star 
  fort and attempt to re-enter it. Otherwise, they 
   
  
  III: Mechamorphosis
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  adequate. If they choose to delay—possibly to manoeuvre a 
  badly damaged vehicle—additional elements are certain to 
  assault them.
  There is no upper limit for the number of Daemon 
  Engines that the Game Master can use during this scene. The 
  Warpsmith did not create an infinite supply of mechanical 
  terrors, but he did create enough to inflict substantial damage 
  upon all of the enemy forces within the star fort. Since he has 
  chosen to concentrate them as his last defensive barrier, it is 
  reasonable to assume that there is more than enough to pose 
  a significant threat to the Guardsmen.
  The minimum number of Daemon Engines should be 
  based upon the current status of the Player Characters and 
  their company. If the company is near full strength, then the 
  Forgefiend wave should include at least two specimens. If 
  the company is mounted or armoured, Game Masters should 
  consider increasing this to three. If the company has already 
  suffered fifty percent or more losses, reduce this to one 
  specimen for all types of companies. For a company near full 
  strength, six Defilers constitute a reasonable wave, though 
  this can be increased to eight for an armoured company. If 
  the company has already suffered more than fifty percent 
  losses, reduce this to three for all types. A healthy company 
  must overcome a Soul Grinder accompanied by three Defilers. 
  Conversely, if the unit has suffered serious losses, this can be 
  reduced to as little as a single Soul Grinder.
  in diameter—a huge corridor more than fifty metres wide 
  and fifty metres tall now encircles it. 
  With that change, the central corridor is almost completely 
  clear of any obstacles, the only cover available comes from 
  the inner walls that surround the enginarium, and even those 
  offer little due to the extended lines of site in the massive 
  area. The only entrances into the ring come from the multiple 
  levels of the trapped maze that surrounds it. There is a single 
  entrance to the enginarium from this ring of destruction. To 
  reach it, the characters must first overcome the forces that 
  attempt to block access to the entrance. This presents the last 
  significant barricade to access the Warpsmith’s inner sanctum, 
  but it remains an imposing threat. 
  Circumnavigating the corridor is a journey of more than 
  1500 metres. Because of this, the Player Characters’ company 
  does not need to overcome every single Daemon Engine active 
  within the region. Further, some of these mechanical horrors 
  can be reserved to join in the battle within the enginarium 
  (see page 104). Game Masters can use their discretion in 
  deciding just how far the characters need to travel. Keep in 
  mind that the battle within the enginarium is not a trivial 
  matter. The company has also likely suffered significant losses 
  during their journey to this location.  However, if the unit 
  is of any significant size, it takes time just to cross the fifty 
  metres of open ground between the outer and inner walls 
  of the corridor. This is ample time for at least a small group 
  of Daemon Engines to take note of the company’s presence 
  within their domain.
  The Daemon Engines are the only functional opposition 
  that dwell within the region, but they are not the only 
  signs of activity. Hundreds of servitors and the machines 
  and components with which they work are present within 
  the corridor, offering a small smattering of additional 
  cover. Held in the thrall of the Warpsmith, the servitors use 
  the components that their fellows constantly deliver in an 
  endless stream. Various mechanical devices are hurriedly 
  disassembled, modified, and reassembled to form the 
  mechanical cores of the Daemon Engines. Without the direct 
  assistance of the Warpsmith, the servitors are incapable of 
  completing the horrific terrors, but they can prepare them 
  so that the Chaos Space Marine can complete their creation 
  quickly, after he finishes his current ritual.
  The curved corridor includes a broad spectrum of Daemon 
  Engines. As they need not pass through it directly, the 
  company need not battle all of them. However, they must 
  overcome a few, and those few are certain to draw others 
  into the fight. After all, the mere sounds and smell of combat 
  are certain to draw the attention of the horrific machines 
  that constantly crave battle and destruction. At a minimum, 
  their conflict should include a wave each of Forgefiends (see 
  page 142), Maulerfiends (see page 143), and Defilers (see 
  page 141). Another wave consisting of a single Soul Grinder 
  (see page 355 of the only War Core Rulebook), or a Soul 
  Grinder accompanied by a number of Defilers present the 
  final obstacle as the unit approaches the entrance to the 
  enginarium. The imposing array of terrors is distributed fairly 
  evenly around the region. Unless the Player Characters and 
  their company spend an excessive amount of time within the 
  region, a single instance of each of these waves should be 
  mAnAgeAbLe threAtS
  By this point in the adventure, some groups may have 
  already suffered serious losses. The traps and enemy 
  opposition are hardly trivial, and could have left the 
  attacking company almost crippled. If this is the case, 
  the Game Master can choose to reduce the severity of 
  the forces that oppose the Guardsmen. Instead of using 
  Forgefiends and Defilers, it is acceptable to substitute 
  the Newly-created version (see Daemon Engines on 
  page 139 of the Appendix) of each of these Daemon 
  Engines. In this case, the Warpsmith did not have the 
  time to fully complete the creation of these hideous 
  monstrosities before embarking upon his arcane ritual. 
  For groups that lack a significant number of heavy 
  weapons, particularly foot units, regiments that favour 
  a heavy bolter as their heavy weapon of choice, or 
  units that have already lost their vehicles, this could 
  make the final encounters of this scene substantially 
  more manageable.
  Conversely, if the unit seems undaunted by the 
  numbers of Daemon Engines, Game Masters are 
  encouraged to up the ante. The most reasonable way 
  to approach this is either to increase the number of 
  waves of attackers, or to have additional enemies join 
  the battle, prior to the fall of each wave. This turns 
  the battle into an ongoing conflict, which should give 
  it a more unrelenting feel. Such an approach is also 
  much more relevant if the Guardsmen assume a static 
  position, where the enemy could be drawn in than if 
  the unit is actively charging towards their destination.
   
  
  III: Mechamorphosis
  104
  that they need to destroy either of the doors, treat them as 
  having 16 Armour Points.
  Of course, an apparently unsecured hatch could leave the 
  soldiers even more wary. Some might wish to take the time to 
  extensively search it for traps, listen through the hatch for any 
  signs of a Daemon Engine waiting to devour them, or other 
  similar measures. The characters may act in any manner they 
  see fit, but Game Masters must continue to monitor the time 
  involved in taking these steps. The longer the company stands 
  on the threshold, the more likely they are to encounter a further 
  wave of Daemon Engines from the surrounding corridor. The 
  horrific machines continue their patrol and become even more 
  vigilant when they see the signs of a recent combat. Spending 
  more than a few minutes outside of the door—such as the time 
  necessary to open the larger door or to plant explosives—is 
  essentially certain to draw another attack. 
  The Enginarium
  B
  y the time the Guardsmen have fought their way to 
  the enginarium, their company has most likely suffered 
  serious losses. As the remaining Daemon Engines 
  continue to circle the corridor outside of its entrance, they 
  are likely to rush towards whatever protection the enginarium 
  might offer from the remaining mechanical horrors. With the 
  mounting casualties, if they are to still have enough surviving 
  squads to overcome the Warpsmith, they must be prepared 
  to act swiftly. Depending upon the amount of time since the 
  beginning of this act, his ritual could be nearing completion 
  (see Table 3–1: Warpsmith’s Timeline on page 92). If 
  they are to prevent its fulfilment they must act quickly. If they 
  have disastrously taken too long, then they must enter the 
  enginarium in the hopes of finding some means to undo the 
  foul act that the Chaos Space Marine has wrought. 
  The entrance to the enginarium is free from any 
  hindrances to passage. The single entrance is an enormous 
  door more than ten metres in width, which that can recess 
  more than twenty metres into the ceiling. A five-metre 
  ramp slopes up a metre from the deck of the corridor 
  to the slightly elevated lower deck level of the 
  enginarium. A hatch is set within the larger 
  enginarium door, designed for the 
  passage of a single soldier. Opening 
  the larger door requires activation 
  from a signal located only within 
  the gauntlet of the Warpsmith. 
  Overriding this requires a 
  character to take ten minutes 
  and succeed at a Hard (–20) 
  Tech-Use Test to open the 
  massive door. Doing so, of 
  course, alerts anyone inside, 
  as the door is massive and 
  moves loudly. The smaller hatch 
  set within it is not locked, trapped, 
  or further guarded. The Warpsmith is 
  comfortable with the security measures 
  he has already taken. He trusts that 
  his agents should be adequate to 
  repel any attack. Consequently, he 
  sees no reason to impede his own 
  passage in or out of the chamber 
  with any further security. This is 
  simply an act of convenience, 
  for which the Guardsmen 
  may be grateful. The 
  larger door, however, 
  is only needed when 
  Daemon Engines, or large 
  equipment, are brought 
  into 
  the 
  enginarium. 
  Warpsmith 
  Arkturian 
  prefers that he has manual 
  control over its use. If the 
  Player Characters decide 
   
  
  III: Mechamorphosis
  105
  ritual nears its conclusion. In the event the characters failed to 
  arrive before Warpsmith Arkturian completes his ritual, refer 
  to Transformed Star Fort (see above).
  the StAgeS oF rituAL
  Characters that chose to assault the enginarium before 
  conferring with regimental command could potentially 
  reach the location even before the Chaos Space Marine fully 
  established his defences. In this instance, Game Masters 
  must substantially reduce the rings of defenders, including 
  the Daemon Engines and the traps. Essentially, only a very 
  few Daemon Engines are available, the traps and maze are 
  incomplete, and the cultists have not moved into position. 
  Without ample time to prepare his strategy and issue 
  commands, even the army of available servitors are inadequate 
  to the task of preparing the defences before the Guardsmen 
  reach their destination. In this instance, Warpsmith Arkturian 
  has not yet begun his ritual, so the enginarium looks just 
  as it did while Lycurgos was fully under Severan Dominate 
  authority. Enginseer Didactus (see page 131) still retains 
  control of a significant portion of the enginarium, and has 
  not yet fully succumbed to the Warpsmith’s threats and 
  violence. This presents the best possible opportunity for the 
  Player Characters to overcome the forces of Chaos, so that 
  the Imperium may once more recover control of the star fort.
  If the Guardsmen reach the enginarium during the three 
  to six hour time frame, then Warpsmith Arkturian is still 
  coordinating the strategies for his servitors and cultists. All 
  of the Daemon Engines have been created, but they are not 
  necessarily functioning properly or in the correct locations. 
  In this instance, the unit almost certainly avoided the 
  encounter with the Heldrakes in the docking bay arm, 
  for example. Game Masters likely had to reduce the 
  number of cultist encounters substantially as well as 
  Any loud noises—including opening the door, detonating 
  explosives, or firing heavy weapons—made at the door are 
  also certain to draw further investigation from the Daemon 
  Engines and alert Warpsmith Arkturian to the activities. If 
  the Warpsmith is focused upon his ritual, he must continue it, 
  regardless of any outside actions. Any interruption is certain 
  to draw the ire of the Ruinous Powers, a difficulty he cannot 
  afford to face at this time. While he does have emergency 
  measures in place, a simple loud noise is not enough to trigger 
  those yet. If any portion of the unit remains outside, they 
  must contend with the attention of the Daemon Engines that 
  the noises drew in. 
  Notably, those who enter the enginarium need not be 
  concerned about such actions at this time. The Warpsmith 
  issued explicit orders to the mechanical horrors about 
  entering his sanctum. Their standing orders are to not 
  enter the enginarium, even in the pursuit of enemy soldiers. 
  Instead, they are to permit the enemy to enter and not pursue. 
  They are also not to fire any weapons into the enginarium. 
  The Warpsmith considers the core of the station as an 
  absolutely vital element. He cannot risk its fragile mechanical 
  components suffering damage at the hands of his savage 
  Daemon Engines. He did establish a contingency plan, but it 
  is reserved for the direst circumstance.
  ENTERING THE SANCTUM
  When the unit enters the enginarium, its appearance is 
  entirely dictated by Warpsmith Arkturian’s progress in his 
  ritual. Characters that bypassed a trip to the docking arm, 
  choosing instead to move directly towards the enginarium, 
  could potentially have arrived even before the Chaos Space 
  Marine had time to set all of his defences. Alternatively, 
  characters that lagged more substantially could arrive as the 
  trAnSFormed StAr Fort
  In some instances, the Player Characters may have been delayed en route to the enginarium. This might be due to poor 
  dice rolls, a misunderstanding of the time constraints, or simply taking too long over preparations for the coming battle. 
  If the journey took thirteen hours or more, they arrive too late to prevent the ritual. Instead, Warpsmith Arkturian has 
  already completed it, and a being of raw rage and hate has moved to possess the star fort, transforming it into a horrific 
  construct of destruction in the process. This has clear repercussions for the remainder of the adventure, as well as for the 
  overall progress of the battle to control Warzone Epsilon.
  The most immediate ramification is that the star fort abruptly becomes very much alive, and very much focused on 
  the annihilation of all guardsmen dwelling within it. In earlier scenes, the star fort’s machinery functioned against the 
  Guardsmen, but only through the machinations of the Warpsmith and his servitors. Now, it need not trifle with any 
  restrictions imposed by the laws of physical reality. Instead, it can freely twist its very nature using the power of the Warp. 
  In essence, the entirety of the star fort’s architecture becomes one vast weapon, which can rend the inhabitants at will.
  The one key restriction for the ritual is that it only affected Lycurgos proper. Any vehicles—and of course the living 
  inhabitants—were not transformed. If the Guardsmen could somehow hurry through its hallways to reach a landing bay, 
  they might be able to escape aboard a shuttle.
  If the Player Characters are determined, there remains one reasonable way to physically destroy the possessed star fort. 
  The Daemon’s spirit is still in the process of adapting to its new residence. With a facility the size of the star fort, coming to 
  grips with all of its different components may take the new Daemon Engine days before it can intuitively monitor all of its 
  systems and function fully effectively. At the Game Master’s discretion, the Player Characters could potentially still infiltrate 
  locations without the star fort realising their actions, as it might be distracted by some of its other systems. In this way, they 
  could potentially gain control of the hyper-plasmatic energy conduction system, and undertake the Machine Prayer of Auto 
  Annihilation. Of course, this would require the assistance of Enginseer Didactus.
   
  
  III: Mechamorphosis
  106
  must offer appropriate sacrifices, so that he can draw the 
  attention of the correct Daemonic beings. This begins with 
  transforming some of the devices in the enginarium, so that 
  he might open a portal to the Warp. Once constructed, this 
  blasphemous barrier in the fabric of reality illuminates the 
  entire room with a flickering light that can sunder the souls of 
  any who dare to stare into it. The Warpsmith’s ritual focuses 
  upon sending machine spirits, sacred examples of archeotech, 
  and even unfettered energy into the Warp. It is his belief that 
  he can use these offerings to draw the correct being out of 
  the Empyrean. However, as the process continues, the Chaos 
  Space Marine must fend off Daemons that are incapable of 
  fulfilling his needs. From the perspective of the uninitiated, 
  those who dare to look at him in through the horrific light 
  emanating from the Warp can see that he is in a constant 
  physical and mental conflict as a key portion of his rite.
  phySicAL LAyout
  The enginarium is a circular structure over five hundred metres 
  in diameter. Only the outer ring areas are accessible, as the 
  entire facility is constructed around the enormous hyper-
  plasmatic energy conduction system that powers the entire 
  star fort. Throughout the enginarium, the system is more than 
  300 metres in diameter. This leaves the a distance between the 
  outer wall of the area and the inner wall created by the plasma 
  core which is nearly 100 metres wide. Magnetically shielded 
  viewports permit any who walk through the decks to see the 
  plasma that burns unceasingly within the engine. These same 
  windows shed a fiery blue-white light upon the entirety of the 
  deck that complements the untold millions of flashing status 
  lights on all of the enginarium’s machinery. It constantly emits 
  a roaring sound, which varies in pitch and tone, as the plasma 
  is used to keep the star fort operational.
  The plasma energy conduction system extends vertically for 
  well over a kilometre, with its ends lost into distant sections of 
  Lycurgos’s central core. Not all of it is directly accessible from 
  the enginarium. Instead, this facility is designed to access the 
  sections that are most likely to need regular maintenance. It 
  is also capable of informing any Tech-Priest on duty of issues 
  that might arise in the more distant systems. 
  The enginarium roughly occupies a 100 metre vertical 
  section of the station. Approximately twenty metres of this 
  are below the level where the unit entered the facility. The 
  remainder extends upwards, continuing to surround the 
  energy system. Numerous decks and catwalks form dozens 
  of different levels to the facility. Each catwalk is one metre 
  in width, but has no railing on either side. Normally, the 
  adherents of the Machine Cult and the servitors who work 
  within the enginarium have feet modified to clamp into the 
  deck surfaces. Guardsmen who lack these modifications must 
  take care to not fall from one deck to another, which could be 
  far below. Any movement at a speed faster than a character’s 
  Agility Bonus requires a Challenging (+0) Acrobatics Test. 
  Should they fail, the character must drop prone to the deck 
  to avoid falling. With three or more Degrees of Failure, the 
  character falls over the edge of an unstable deck, and suffers 
  falling Damage when hitting the next deck below. Game 
  Masters must use their own discretion in deciding just how 
  far the character falls. 
  the severity and number of traps that the company faced. 
  Once more, the enginarium is largely unchanged from the 
  time the Severan Dominate controlled it. Enginseer Didactus 
  recognises that change is coming rapidly—the number of 
  Daemon Engines outside his door are a clear indicator—but he 
  is uncertain how it may impact him and his work. Warpsmith 
  Arkturian has certainly spoken with the Tech-Priest and left 
  him thoroughly intimidated, but physical interrogations and 
  abuse have not yet begun. In this case, with some concerted 
  effort, the Player Characters and their unit could potentially 
  still save the star fort, if they can manage to directly eliminate 
  the Chaos Space Marine.
  After his defences are in place, the Warpsmith must 
  achieve the proper focus. Attempting the ritual with the 
  wrong mind-set could doom the ritual to failure. It might 
  yield contact with the completely wrong type of Daemon, 
  one far too powerful for the Chaos Space Marine to control, 
  or even one too weak to manage the full capabilities of 
  the Lycurgos. Warpsmith Arkturian enters the enginarium 
  to conduct these final preparations through a series of 
  meditations and cleansing rituals. It is important to recognise 
  that the Warpsmith’s meditation is neither silent nor calming. 
  Instead, he must focus his willpower, fury, and heretical 
  understanding of machinery to achieve the proper frame of 
  mind to bind such a powerful Daemon into the star fort’s 
  systems. Over the course of three hours, he must undertake a 
  variety of heinous acts. These include rituals of self-sacrifice 
  and self-immolation, but also the sacrifice and torment of 
  other humans and machines before an altar dedicated to the 
  Ruinous Powers. To those unfamiliar with his practices, the 
  preparations make it seem as if the Warpsmith has embarked 
  upon a carnival of bloodlust and destruction. In his focused 
  state, he is virtually oblivious to any outside intrusions upon 
  the enginarium. Observers who study the process can also 
  note that his destruction is contained within a three metre 
  square area, and never is directed towards any of the star 
  fort’s structural elements. Note that it is only during this 
  process that Warpsmith Arkturian gains full control over the 
  enginarium’s systems. Prior to his meditative rite, characters 
  familiar with the technology of the Adeptus Mechanicus can 
  interface with any of the location’s control panels without 
  additional complication. After he begins these preparations, 
  any efforts to use those systems suffer a –20 penalty to Tech-
  Use Tests, due to his influence.
  Once the Warpsmith has completed his preparations for 
  the ritual, he begins to formally beseech the entity necessary 
  to transform the star fort into a Daemon Engine. Warpsmith 
  Arkturian created this as a unique ritual, based upon his existing 
  expertise in creating lesser Daemon Engines. He is confident 
  that it should work properly, but it is not a well-established 
  rite. Consequently, it requires all of his focus. Rather than 
  following a discretely scripted series of steps and invocations, 
  he must constantly adapt it to better fit the situation. The 
  Chaos Space Marine recognises that the biggest challenge 
  is to find an appropriate Warp entity. The Daemon must 
  be potent enough to control the facility, but he must 
  still be able to bend the Daemon to his will by 
  constraining it to the physical structure of the star 
  fort. In order to attain this goal, the Warpsmith 
   
  
  III: Mechamorphosis
  107
  Scanners
  The most likely first approach is to draw an auspex or make 
  use of a nearby vehicle’s scanners. Either of these instruments 
  would normally be capable of quickly discerning any signs of 
  organic life within the area. However, the power flow of the 
  massive plasma core and its magnetic shielding is intensely 
  disruptive to any scanning devices. They simply are not 
  capable of reliably searching the area. In fact, the devices 
  cannot even pick up signs of life from nearby Guardsmen. 
  If anyone chooses to verify that the devices are working 
  properly, they resume function as soon as the characters exit 
  the enginarium, though they remain incapable of scanning 
  its interior, even from outside of the facility. Shielding within 
  its walls—intended to protect the hyper-plasmatic energy 
  conduction system—prevents the devices from penetrating 
  into the facility.
  All of the decks in the area are built of slotted plasteel. The 
  same material is used to construct the various catwalks and 
  stairs that occupy the region. All of the decks and catwalks 
  are designed to be mobile structures, which can be easily 
  moved aside to access the vast array of cables, conduits, and 
  coolant pipes that fill so much of the structure. They lock into 
  place through a combination of mechanical and gravitic links, 
  permitting them to be arranged in a vast array of different 
  methods. To the uninitiated, there is no apparent organisation 
  system in place to these various systems. Rather, it seems that the 
  decks are arrayed in a haphazard manner, with many physically 
  isolated from others. Control panels are located near many of 
  these decks, but others are near viewports or even simple access 
  sockets. This apparent disorganisation is a combination of the 
  different work patterns of Enginseer Didactus and Warpsmith 
  Arkturian. The facility currently bears the hallmark of two 
  different organisational patterns, further complicated by the 
  unholy preparations that the Warpsmith recently completed.
  The enginarium’s system design requires the constant 
  efforts of more than a dozen adepts of the Machine Cult 
  working in conjunction with thousands of servitors. Sadly, 
  Lycurgos has not had that degree of support since the time of 
  its arrival in Warzone Epsilon. Enginseer Didactus struggled 
  to keep up with the issues to the best of his abilities for the 
  recent centuries. In spite of his best efforts, there is far more 
  maintenance required than he could ever hope to complete. 
  The recent efforts of the Warpsmith, in preparation for his 
  ritual, have only compounded this issue. Tens of thousands 
  of warning lights flash cautionary yellow and red to any who 
  can comprehend their messages. 
  The combination of unstable platforms, obstructed lines 
  of site, and uncomfortable lighting can certainly leave the 
  characters seriously confused as to their objective. The only 
  other living beings within the facility are Warpsmith Arkturian 
  and Enginseer Didactus. Just finding these two individuals is a 
  time-consuming process, considering the amount of physical 
  space involved and the discomfiting physical conditions 
  inherent in the facility. The Player Characters must devise 
  some means for their unit to quietly scout out the facility, 
  ideally without alerting the enemy to their presence. This 
  requires a remarkable degree of coordination on the part of 
  the commanders as well as a fierce loyalty from the soldiers 
  carrying out those orders in the face of unknown dangers.
  FINDING THE TARGETS
  Unless the unit has reached the enginarium at a time 
  when Warpsmith Arkturian is dealing with responsibilities 
  elsewhere, their first step must be to find the location of their 
  foe. Intuitively, this should be easy. He is not actually making 
  any effort to conceal his location and the ritual is anything 
  but subtle. However, the facility is a place of ever-present 
  motion from automated machines and servitors, cacophony 
  from roaring furnaces and venting hydraulics, and searing 
  flashes of plasma-flame and sparking cables. Further, most of 
  the open deck areas are only wide enough for soldiers to 
  proceed single file. Quickly finding the Chaos Space Marine’s 
  location requires the unit to split up and search for him 
  throughout the many levels of the massive area.
  vehicLeS in the enginArium
  As presented, the enginarium is an incredibly cramped 
  area. This sense of claustrophobia adds to the overall 
  horror of the scene. Without destroying large portions 
  of the enginarium’s surface, there is simply no good way 
  to fit vehicles—even Sentinels—into this environment. 
  For regiments that incorporate a significant number of 
  vehicles, this is hardly a good approach. The characters 
  would be entering the conflict unable to use their 
  primary resource, and possibly even abandoning them 
  outside of the entrance—leaving them in the company 
  of the Daemon Engines in the outer corridor.
  The best way to alleviate this issue is to adjust the 
  overall set-up of the enginarium. Instead of a constant 
  series of cramped areas, the facility must have some 
  larger open areas and passages. These likely exist so 
  that heavier equipment could be brought into the 
  enginarium in the event of major repairs. Each of 
  these open deck areas could be large enough to park 
  four heavy tanks. The passages between the decks, 
  however, are only broad enough for vehicles to travel 
  single file. Anti-gravitic plates built into the flooring 
  of these passages are strong enough to support any 
  Imperial Guard vehicles in place, or even to raise and 
  lower the separate flooring components to reach the 
  other levels and catwalks of the enginarium.
  In spite of this change, it is recommended that the 
  Game Master leave the vast areas of cramped passages 
  intact. If the unit hopes to quickly search through 
  these spaces, they must dismount at least a portion of 
  the company from their vehicles. This is intended to 
  leave the Player Characters feeling vulnerable in the 
  face of unknown dangers.
   
  
  III: Mechamorphosis
  108
  of the plasma core. Lasgun fire has no effect upon its thick 
  shielding. However, a concentrated effort from heavier 
  weapons can damage the core, causing it to spew high-energy 
  plasma into the enginarium—and eventually the remainder 
  of the star fort. An incident of this magnitude is certain to 
  destroy Lycurgos and everything that dwells within it. This 
  is hardly a fitting end to the adventure, so it only happens 
  at Game Master discretion. If the Player Characters become 
  extremely destructive and thoughtlessly fire heavy weapons 
  or ordnance within the enginarium, then it is reasonable to 
  penetrate the plasma shielding and unleash its fury upon the 
  station. Otherwise, it is best to assume that the core maintains 
  its structural integrity.
  The Enginseer
  Finding Enginseer Didactus (see page 131) is never difficult, 
  though interacting with him can be. Prior to the point where 
  Warpsmith Arkturian begins formal preparations for his ritual, 
  the Tech-Priest moves throughout the 
  enginarium. At this point, he is firmly 
  focused on continuing his basic 
  tasks to maintain the star fort’s 
  power systems. The actions of 
  the Warpsmith are anathema, 
  but all attempts he has made 
  to stop the Chaos Space 
  Marine have been met with 
  utter failure. Didactus has 
  decided, in light of this, that 
  his best course of action is 
  to maintain the systems, as 
  is his duty, in the hopes 
  that an opportunity to 
  take more direct action 
  will present itself.
  Clearing an Area
   Some groups of players could decide that a swathe of 
  destruction is the most efficient approach due to their time 
  constraints. Following this tactic, they can clear a large enough 
  area to improve their lines of sight as well as permitting the 
  company to set up heavy weapons teams. Treat each wall 
  panel as having 8 Armour Points; they are not designed to 
  function as cover or to resist a serious assault. Surprisingly, 
  such destruction is unlikely to have immediate effects upon 
  the star fort. Lycurgos’ systems are massively redundant, and 
  many of the cables and conduits are simply associated with 
  monitoring systems. When the star fort is brought back on-
  line, any damage would need to be repaired, but that is not a 
  problem for the Guardsmen. 
  Destruction does, however, yield several potential 
  complications. The first is the issue of electrical current 
  that flows through the associated cables. If the characters 
  are destroying the wiring and conduit panels with melee 
  weapons, then they risk electrocution. Anyone who strikes 
  at one is exposed to a burst of energy that inflicts 
  1d10+2 Energy Damage with the Shocking 
  quality. Ranged weapons are a safer approach 
  from this perspective. 
  An additional issue is that the destruction 
  also unleashes a range of fluids and gases 
  into the enginarium. Many of the smaller 
  pipes divert the cooling fluid from the 
  plasma system for further analysis. Others 
  provide fluids to the various machine 
  spirits that are integrated into the 
  enginarium. When these pipes are 
  destroyed, their contents vent 
  into the area. At the Game 
  Master’s 
  discretion, 
  any pipe can be 
  filled 
  with 
  liquids 
  that 
  are 
  corrosive 
  or 
  volatile. 
  Alternatively, they 
  might simply spew 
  forth a rapidly growing 
  cloud of opaque vapour that 
  further obscures all lines of 
  sight. Liquids that spread out from 
  the now severed pipe add a variety 
  of complications. Corrosive materials 
  could injure characters, vehicles, 
  or even the deck plating. Volatile 
  substances trigger fires when they 
  ignite from weapons fire. Any fire 
  would add additional smoke, further 
  obscuring lines of sight, as well 
  as making breathing difficult for 
  anyone not wearing a respirator.
  Note that few weapons 
  are 
  capable 
  of 
  penetrating the 
  s h i e l d i n g 
   
  
  III: Mechamorphosis
  109
  The Warpsmith
  If the Guardsmen reach the enginarium before the Warpsmith 
  begins his ritual preparations, then he is not even present at the 
  location. In this instance, they can work with the Enginseer 
  to secure and defend the facility prior to his arrival. The 
  Player Characters might choose to set traps, install defensive 
  systems, or simply prepare a full defensive structure against 
  the hordes of Daemon Engines that he is certain to bring 
  against the facility if he becomes aware of their presence. 
  This approach could lead to a very different scene, as the 
  Warpsmith actively fights against the unit, instead of them 
  trying to eliminate him and his ritual in progress.
  If the unit arrives as he is undertaking his unusual 
  meditative rites, they have the potential to directly confront 
  him. This is the situation in which the Warpsmith is most 
  vulnerable. Accompanied by Enginseer Didactus, the Chaos 
  Space Marine stands upon a catwalk roughly fifteen metres 
  above the entrance level. His goal is to attain the proper mind 
  set to summon the Daemon that could possess Lycurgos. He is 
  incredibly focused upon his efforts, but he is not incredibly 
  oblivious to his surroundings. If the Guardsmen are attempting 
  to be stealthy, the Warpsmith suffers a –20 to any Awareness 
  Tests to discover them. Beyond that, he only directly ceases 
  his preparations in order to stop them if he believes they pose 
  a real threat to his ritual. Otherwise, he directs four Defilers 
  and a Soul Grinder (see page 355 of the only War Core 
  Rulebook) to deal with them. As the guardsmen attempt to 
  dispatch these foes, the Warpsmith activates a Best Quality, 
  vehicle-scale power field around himself and the area of the 
  ritual. He then immediately begins the process of summoning 
  a Daemon to possess the star fort.
  After the Warpsmith completes his defensive planning 
  and organisation, he enters the enginarium and immediately 
  overpowers the Tech-Priest. As part of the preparations to begin 
  the ritual, Arkturian torments Didactus mercilessly. He asks him 
  questions throughout the process, but the Chaos Space Marine 
  is not focused upon gaining information. He simply needs to 
  commit acts of merciless violence as a portion of his ritual 
  preparations. The heavily modified Tech-Priest makes an ideal 
  candidate, as his structured mind and body are anathema to the 
  Warp entities that the ritual calls upon. If the Player Characters 
  rescue him at this point, they have his sincere gratitude, as the 
  servant of the Omnissiah firmly believed that both he and his 
  precious enginarium were fated for utter annihilation at an 
  altar of the Ruinous Powers. To interact with the Tech-Priest, 
  the Guardsmen must first overcome Warpsmith Arkturian in 
  physical conflict.
  Just before he begins the ritual, the Warpsmith chains the 
  badly injured Enginseer to a deck plate within his line of 
  sight. By this point, the Tech-Priest is in agony and his spirit 
  is broken. The Chaos Space Marine shattered the Enginseer’s 
  cybernetic limbs and severed his mechadendrites. He becomes 
  functionally incapable of even attempting to interact with the 
  physical world. Due to his current imprisonment, all he can 
  do is watch helplessly as Warpsmith Arkturian undertakes the 
  ritual. While he still hopes to stop Arkturian from destroying 
  his life’s work, he has almost completely given up hope. He 
  longs for the release of death, and he hopes that it might 
  come before a warp entity can consume Lycurgos. If the Player 
  Characters attempt to assist the Tech-Priest at this point, he 
  initially believes that their presence is an illusion. Only after 
  they can convince him that they truly exist—requiring success 
  on an Challenging (+0) Charm Test, or other relevant Skill 
  Test—does he become willing to cooperate with them.
  dAemon engineS in the enginArium
  As vehicles can scarcely fit into the confines of the enginarium, it initially seems impossible to imagine how any of the Daemon 
  Engines might fit. However, their physical makeup is very different from that of an Imperial tank or transport. The Defilers and 
  Soul Grinders are capable of extending their legs so that they can easily step over the walls that divide the numerous cramped 
  corridors of the facility. Some can even use their limbs to grasp the outer and inner walls of the space, enabling them to hastily 
  climb to higher levels as necessary.
  In addition to manoeuvrability concerns, there is another issue for the Daemon Engines. These Warp-cursed machines 
  take deliberate care to never fire their battle cannons or mawcannons in any direction that might inflict serious damage 
  upon the star fort’s plasma systems. These massive weapons are potent enough that it is possible for them to inadvertently 
  penetrate its shielding, and unleash a flow of plasma into the enginarium and beyond. To minimise the chances of this 
  happening, the Warpsmith orders them to only fire those weapons when they are facing towards one of the enginarium’s 
  outer walls. The Daemon Engines consider this a key part of their orders, and follow it to the best of their abilities. For the 
  Player Characters to recognise this issue, they must succeed at a Difficult (–10) Battlefield Awareness Test.
   
  
  III: Mechamorphosis
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  Machine Prayer of Auto-Annihilation
  //Raise the Altar of Access//
  It is by the will of the Omnissiah that the plasma-fires burn 
  It is by the plasma-fires that the station acquires operation
  It is by the station’s operation that the Omnissiah shows his might
  //Uncover the rune of warning//
  That the rune has spoken its injunction, this is its purpose
  That the rune has been struck, this is its fate
  That the rune recedes, this is its sign
  //Behold the klaxons, for they intone the Litany of Override//
  //Kneel before the Veil of Polarization//
  The supplicant shall entreat the Machine
  The Machine shall convene the spirits
  The spirits shall part the veil
  //Behold the klaxons, their litany becomes dirge//
  //Rise and bear witness to the Shrine of Regulation//
  With a gesture, the shrine is awakened
  With a word, the shrine is disabled
  With a gesture and a word the station is consumed
  //Behold the klaxons, their dirge becomes silence//
  //Lo, the fury of the Omnissiah is terrible//
   
  
  III: Mechamorphosis
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  “The foul Arkturian has corrupted my beloved past the point of all 
  hope. The only chance to stop him now is to destroy the Lycurgos 
  star fort. You must act quickly, before the plasma systems are fully 
  contaminated by the foul spirits of the Warp. In that drawer is a 
  sacred scroll. It directs one to enter the codes necessary for the final 
  sacred rite. The Machine Prayer of Auto-Annihilation is reserved 
  for when all hope is lost. By executing it, the machine spirit that 
  occupies the hyper-plasmatic energy conduction system is directed 
  to shut down. Without its protection, the plasma can flow freely 
  through the entire star fort, destroying the systems as it goes. We 
  must execute this rite. If we hurry, perhaps some of your regiment 
  can escape before we must activate the final stages.”
  Enginseer Didactus answers any questions they might 
  have before they can undertake the rite. He explains that once 
  it is completed, the act causes an irreversible process to begin. 
  Shutting down the thermomagnetic couplings deep within 
  the plasma core requires a series of stages. Multiple redundant 
  security systems must be overridden, a feat that requires time 
  even for a sophisticated machine spirit to complete. The 
  process is intended to take exactly thirty minutes from the 
  time of activation until the final magnetic seals are released. 
  The Tech-Priest warns the Player Characters that 
  Warpsmith Arkturian—if he yet lives—is almost certain to 
  recognise that the process is begun. Similarly, if a spirit now 
  possesses the star fort, then it is also very likely to want to stop 
  the process. The plasma core’s sacred unguents and protective 
  rites are extremely resistant to Warp contamination, but even 
  these can be overcome given time and effort. The unit must 
  be prepared to protect the facility as the rite is undertaken. 
  Only when it is fully completed can they begin their attempt 
  to escape the star fort.
  UNDERTAKING THE RITE
  With Enginseer Didactus’ oversight, the Machine Prayer 
  of Auto Annihilation is disturbingly easy to complete. 
  Between the directions presented in the drawer—and on 
  the player hand-out—and his close direction, the acting 
  character simply needs to succeed at a Simple (+40) 
  Tech-Use Test to complete the rite. Should they fail, the 
  character may reattempt without penalty. Each attempt 
  takes ten minutes to complete. 
  Initiating the rite, however, does trigger warning 
  klaxons that are broadcast throughout the entirety of 
  Lycurgos. Everyone, regardless of allegiance, is alerted to 
  the fact that the star fort has irreversibly begun the process 
  of auto-annihilation. All are recommended to travel to a 
  minimum safe distance of 2000 kilometres within the next 
  thirty minutes. 
  This provokes a variety of responses within the different 
  factions. Imperial Guardsmen and Severan Dominate soldiers 
  have a common reaction. They move towards the nearest 
  flight decks and emergency life pods. Those in direct contact 
  with their commanders, particularly regimental command, 
  begin to evacuate in an orderly fashion. Soldiers who are 
  out of contact take whatever means is most efficacious to 
  preserve their own lives. 
  The Chaos devotees have a mixed reaction. A few 
  Prior to undertaking his ritual, Warpsmith Arkturian activates 
  the Best Quality, vehicle scale power field about himself and his 
  area of focus. Then he begins to focus exclusively upon the 
  task at hand. Within a few moments of beginning the ritual, 
  he opens a portal to the Warp, through which he hopes to 
  summon an appropriate Daemon. Any who directly look at the 
  portal must immediately make a Fear (3) Horrifying (–20) 
  Test. The portal remains open until three hours have passed, at 
  which time the ritual is completed. As he undertakes the ritual, 
  Warpsmith Arkturian becomes intently focused upon it, almost 
  shutting out anything that happens beyond the boundaries of 
  the power field. He suffers a –40 penalty to any Awareness 
  Tests to notice actions outside, unless he is directly attacked. 
  If he is attacked, he summons the Daemon Engines as noted 
  above. Otherwise, he takes no direct actions against the Imperial 
  Guardsmen. If they manage to slay Warpsmith Arkturian as he 
  conducts the ritual, then the Warp portal remains open until 
  someone closes it. This requires success on a Very Hard (–30) 
  Psyniscience Test. Should they fail, the character must roll 
  on the Perils of the Warp table (see page 228 of the only 
  War Core Rulebook). If the portal is left open, entities from 
  beyond its boundaries attempt to pass through it. Every Round 
  roll 1d10. On a roll of ten a Bloodletter (see page 354 of the 
  only War Core Rulebook) passes through the portal. This 
  continues until the portal is shut. At Game Master discretion, 
  more powerful Daemons could begin to appear once a few 
  Bloodletters have successfully passed through the portal.
  HALTING THE TRANSITION
  The easiest way to stop the ritual is to slay Warpsmith 
  Arkturian. However, many Player Characters could 
  understandably fear that such an action might do little to stop 
  the process. In fact, they are correct in that the Warp portal 
  does remain open and could spell another kind of doom for 
  the star fort if it is not closed soon. While some might suspect 
  that his death could simply make the situation worse, this fear 
  is largely unfounded.
  If the Warp portal spirals out of control—or if the 
  Guardsmen arrive too late to stop the ritual—then they must 
  be prepared to take more extreme action. This most likely 
  only occurs with the assistance of Enginseer Didactus. The 
  badly wounded Tech-Priest is horrified at the atrocities that 
  the Chaos Space Marine committed against his precious star 
  fort. He seeks vengeance for those crimes, but he also seeks to 
  permanently erase all trace of the heretic’s actions. He offers 
  one permanent solution—the Machine Prayer of Auto-
  Annihilation (see the facing page). 
  The Tech-Priest’s vocal implant crackles; bursts of static 
  emerge from it at the same time as electricity arcs from the 
  Tech-Priests damaged cybernetics. Its volume and pitch 
  oscillate uncontrollably. Finally, he gestures with his arm 
  towards a nearby control panel, and speaks. Read aloud or 
  paraphrase the following: 
   
  
  III: Mechamorphosis
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  NOTABLE CHARACTERS
  The following NPCs play important roles as the characters enter 
  the enginarium and attempt to stop the Warpsmith’s plan.
  enginSeer didActuS
  For centuries, the Tech-Priest has worked slavishly to maintain 
  the systems that power Lycurgos. He is fiercely devoted to the 
  star fort. He is not, however, a capable combatant. Direct 
  conflict with the Warpsmith terrifies him. The torture he 
  endures at the hands of the Chaos Space Marine quickly 
  shattered his body. All that remains is his deep-seated feelings 
  towards Lycurgos. More than anything, he wishes to save the 
  star fort. If that proves impossible, then he wants to ensure 
  that no one can be permitted to use it for purposes that would 
  be blasphemous to the Omnissiah. 
  WArpSmith ArKturiAn
  Focused upon his dark ritual, the Chaos Space Marine believes 
  that his victory over humanity is now assured. He is confident 
  in his defences and in his own specialised understanding of 
  Daemon Engines. It is his firm belief—even in the event that 
  his ritual is halted—that he can become a major power within 
  the Spinward Front. He is exhilarated as his moment of triumph 
  beckons. This is the reason that he endured imprisonment by the 
  Severan Dominate. No amount of evidence can persuade him 
  that his plan might fail. Nor can anything dissuade him from 
  undertaking the ritual that he has painstakingly prepared. He is 
  utterly ruled by his madness and his devotion to 
  the Ruinous Powers.
  attempt to denounce their recent change of allegiance, and 
  rush blindly towards any available means to escape Lycurgos. 
  Others commit acts of self-immolation, hoping to find a 
  route to please their dark lords even in death. The remainder 
  move to try to stop any Imperial Guard or secessionist forces 
  from escaping. These present the largest obstacle, as they are 
  content to establish holding actions near any escape craft. The 
  maniacs recognise that if they are to die on the star fort, they 
  could take at least as many guardsmen as possible with them.
  The Daemon Engines—possibly including the star fort—
  have no interest in self-preservation. Their entire focus is now 
  upon wanton destruction of any humans whose souls have not 
  been pledged to the Ruinous Powers. They wilfully engage 
  overwhelming odds and accept their own destruction if it means 
  slaying their enemies in the process. A few of these blasphemous 
  machines—at least two Forgefiends and four Defilers—remain 
  near the enginarium. Their goal is to exact their vengeance upon 
  those who committed the rite of Auto Annihilation. All others 
  exact their fury upon any humans they can find.
  If Warpsmith Arkturian somehow still lives, then he enters 
  a psychotic state as a reaction to seeing his plan for dominance 
  utterly shattered. He can do little but laugh maniacally at 
  everything. He makes no further effort to resist the Imperial 
  Guardsmen, even if it means succumbing to capture. If they 
  attempt to kill him at this point—he does seem helpless—the 
  Chaos Space Marine attempts to flee, instructing the bulkheads 
  and support structures of the star fort to give him passage and 
  block the passage of the Guardsmen. If he is bound, this may 
  not be an adequate escape plan. However, he is simply too 
  incoherent and delusional to effectively engage his opponents in 
  combat at this point.
   
  
  III: Mechamorphosis
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  Imperial organisations.
  This section presents several different approaches for 
  escaping the star fort. The strategy that the Guardsmen 
  pursue is almost certainly based upon the outcome of the 
  prior scene. If the station is set to explode in minutes, then 
  this section might be a frantic dash, where the unit’s lives 
  depend upon carefully succeeding at every action. If the 
  Guardsmen successfully overcame the Warpsmith with little 
  long-term fallout, then this section could be a brief lead-
  in to the adventure’s conclusion. In this instance, the unit 
  simply needs to coordinate with regimental command so that 
  Imperial forces can work together to eliminate the remaining 
  taint of Chaos within the star fort. The subsections that 
  follow address each of these different possibilities, though 
  most groups are only likely to need one of them.
  The Game Master must consider the possibility that his 
  group could devise a strategy that is not consistent with any 
  of the ones presented in this section. When this occurs, he 
  must consider the information presented here as a framework 
  to adjust the appropriate difficulties based upon their selected 
  approach. Other successful strategies are certainly possible, 
  but they are unlikely to be significantly easier to complete 
  than the ones described in this section.
  THE FRANTIC DASH
  With thirty minutes to escape, the Guardsmen cannot afford 
  to waste any time, trying to flee from the enginarium to any 
  possible means of escape. The facility is located at the very 
  centre portion of the star fort’s central core. Initially, they are 
  as far from Lycurgos’s exterior surface as it is possible to be. A 
  direct route could be traversed in the available time, but with 
  the Warpsmith’s modifications to the star fort, no such routes 
  remain. Further, there are dozens of Daemon Engines and 
  thousands of crazed Chaos cultists in the space in between. 
  Initially, the opposition could make the situation seem utterly 
  hopeless, leaving the Guardsmen certain that there remains 
  no possibility for survival.
  Some groups may have shown sufficient foresight to at 
  least discuss the situation with Enginseer Didactus prior to 
  executing the Machine Prayer of Auto Annihilation. While 
  the Tech-Priest has little concern for his own life at this 
  stage, he can at least understand why the company could 
  be concerned for their own survival. He can offer 
  them two potential solutions, though he is less than 
  Escape
  “It is not your place to decide the price of your life. That is the 
  privilege of your commanding officer, given him by the Emperor 
  himself. Know, however, that the lives of the enemies you face are 
  worth less than the ammunition you expend to slay them.” 
  –Commissar Horace Barrgraves
  M
  any of the units that had moved to support the 
  Player Characters’ company during their advance 
  were destroyed in the process. The ones who have 
  survived have all fled, either at the directive of regimental 
  command or on their own initiative. Consequently, when the 
  company begins its trek back towards the docking area—or 
  any other location—they must do so without that support. 
  This scene presents several different options for escape, 
  considering a few of the possible different scenarios.
  The most dramatic option is if the Guardsmen have 
  already begun a process that can only end with the complete 
  annihilation of Lycurgos. In this case, the soldiers have thirty 
  minutes to flee the star fort. Simply reaching the enginarium 
  from the docking arm required hours of travel. Reversing that 
  entire trip in the allocated time is almost certainly impossible. 
  This requires the unit to find an alternative means of escape if 
  they hope to survive.
  Alternatively, Warpsmith Arkturian might have triumphed. 
  In this case, the Guardsmen might have accepted their failure, 
  and simply seek to get out alive. Under this situation, the 
  entire star fort is actively attempting to destroy them. If 
  the company is to have any chance to survive, they must 
  battle their way to a flight deck or bank of life pods. Only 
  there can they launch clear of the star fort, before it’s 
  Daemonic essence can devour their souls. While the unit is 
  not necessarily constrained by a fixed deadline, they must 
  recognise that the Daemon is gaining an ever-increasing 
  awareness of the star fort’s capabilities. As time passes, it 
  becomes more and more capable of destroying them.
  The least dramatic, but certainly most favourable 
  option is if the company somehow eliminated Warpsmith 
  Arkturian before he could complete his unholy ritual. In 
  this instance, the Player Characters simply need to remain 
  within the enginarium, so that it can be stably secured 
  by reinforcements. The Daemon Engines and cultists yet 
  survive within the star fort. However, their leadership has 
  been overcome. Without the Warpsmith’s oversight, these 
  blasphemers lose their overall focus. The Guardsmen are 
  able to isolate and eliminate the threat gradually, now that 
  they need not be as concerned about the time available to 
  complete their assignment.
  Key to this escape—under any of these circumstances—
  is that the vox network once more becomes functional. If 
  Warpsmith Arkturian was defeated, it became operational 
  once more when the Guardsmen overcame him. If Lycurgos 
  became a Daemon Engine, then the systems which had 
  been jamming the transmissions was destroyed in the 
  process. The Guardsmen have no reason to believe that 
  their transmissions are secure—and they almost certainly 
  are not—but they can at least communicate with other 
  FLying through the StAr Fort
  If the unit developed a strong working relationship 
  with Captain Horatio (see page 129), he might be 
  willing to bring a small flight of  transport craft to 
  their aid. As an accomplished pilot, he can potentially 
  bring the craft even through the passages of the star 
  fort, though this is hardly a trivial manner. The notion 
  is explored more fully in Fleeing the Daemon (see 
  page 115). However, it remains a possibility for this 
  section as well. If the Player Characters attempt this 
  approach, refer to that section for more information.
   
  
  III: Mechamorphosis
  114
  of soldiers through the shaft in the available time. The first is 
  that the maintenance shaft has a single very lengthy ladder—
  the soldiers must descend the entire distance climbing single 
  file. There are maglev coils implanted in the shaft’s walls, 
  designed to complement cybernetic systems implanted in a 
  Tech-Priest’s body. These are of little use to an unenhanced 
  Guardsman. 
  For a single soldier to rapidly descend this distance using 
  the ladder requires more than the thirty minutes available. 
  The only way for the entire company to safely descend the 
  shaft in time is to have them all rappel down, using more than 
  a full kilometre’s worth of climbing line. Coordinating this 
  many soldiers to undertake such a descent is extraordinarily 
  difficult, as many soldiers must be dropping through the shaft 
  simultaneously. If even a single soldier pauses at any point, a 
  serious collision could occur, not only injuring the soldiers 
  involved, but also potentially fatally delaying the escape. 
  In order for the company to rappel down the shaft without 
  significant incident, a character must succeed at a Hard 
  (–20) Command Test. Should they fail, ten percent of the 
  remaining company is lost due to injuries incurred during 
  the escape per Degree of Failure. Should they succeed, the 
  company completes their descent with ten minutes remaining 
  prior to the detonation. Every additional Degree of Success 
  decreases the total time required by one minute.
  Even after the unit has reached the bottom of the shaft, 
  the challenges have not been completely resolved. The 
  company must still board a craft and escape the star fort 
  before its plasma systems detonate. Hopefully, the characters 
  have already coordinated with such a vessel, as it does take 
  ten minutes for a craft to reach the nearest airlock, even if 
  travelling from one of the flight decks aboard Lycurgos. 
  Persuading a pilot to make this run requires a Challenging 
  (+0) Command Test. If the Player Characters have already 
  established a working relationship with one or more Imperial 
  Navy pilots, the difficulty can be modified based upon that 
  relationship. Should they succeed, a transport shuttle awaits 
  them when they reach the airlock. Boarding it and escaping 
  still requires a few minutes, based simply upon the number 
  in the company. However, enough time should be available to 
  permit their escape. Should they fail, the vessel waits at the 
  wrong airlock. With three or more Degrees of Failure, the 
  pilot never arrives. 
  Units that ignore both of these possibilities are unlikely to 
  successfully escape the star fort before its detonation. Just the 
  challenge of rushing through the trapped maze requires more 
  than their available time to complete. Desperate characters 
  might attempt to escape via a Collapsing Tunnel trap (see 
  page 102). Even that strategy has its limitations. The trap does 
  not launch them far enough from the star fort to completely 
  escape the blast radius of the plasma core explosion. It also 
  leaves them largely unprotected in the cold depths of space, 
  with no means of propulsion. 
  confident that either is still functional. The first possibility is 
  a teleportarium integrated into the enginarium. It is located 
  within the facility at its very lowest level. Throughout the 
  centuries that Enginseer Didactus has dwelt upon Lycurgos, it 
  has never been used or even tested. It has remained upon his 
  itinerary of projects throughout that time; sadly, he can offer 
  no further advice concerning its use. He is willing to help 
  them try to test it and execute any necessary repairs. 
  If they investigate the teleportarium, they discover a mix 
  of good and bad news. The platform is large enough to 
  accommodate all of the surviving Guardsmen in a single trip, 
  though not their vehicles, and it appears to be in working 
  order. Unfortunately, the techno-savants responsible for the 
  operation of the teleportarium have perished in the recent 
  chaos. Such a device is ancient beyond understanding and 
  without having been indoctrinated into the specific rites of 
  activation for the venerable machine, even a learned Tech-
  Priest would be hard pressed to make sense of its workings. 
  A Player Character must succeed at a Very Hard (–30) 
  Forbidden Lore (Archeotech) or a Hellish (–60) Tech-
  Use Test to activate the teleportarium. If Enginseer Didactus 
  is present he provides the Player Character making the Test 
  with a +20 bonus to the Test as he provides his insights and 
  personally intercedes with the machine spirits with whom he 
  is so familiar. Making this test requires fifteen minutes of time. 
  Should they succeed, the device activates and teleports the 
  unit to a location of their choice anywhere within Lycurgos. 
  If the Player Character achieves three or more Degrees of 
  Success on the Test, they are confident that the teleportarium 
  could be used to either reach the surface of Warzone Epsilon 
  or directly to a teleportarium aboard one of the Imperial Navy 
  vessels elsewhere in the system. Should the Player Character 
  fail this Test, they have spent fifteen minutes, but are unable 
  to activate the teleportarium. A second attempt can be made, 
  but the Player Character suffers a –10 penalty to the Test.
  Enginseer Didactus does offer one alternative solution 
  to the teleportarium. This is a secondary maintenance shaft, 
  which the unit might be able to use, though he is uncertain 
  about its overall viability. The shaft extends along the length 
  of the plasma core, through the ventral section of the star fort. 
  It terminates at the lowest projection of the star fort’s ventral 
  surface. Didactus does not believe that there are any life pods 
  near that location, but it could be possible to coordinate with 
  an attack craft launched from another location. In principle, 
  a docking tube could be extended from a nearby airlock, 
  permitting the unit to escape. He is uncertain if the tube 
  survived the Warpsmith’s modifications to the star fort. He 
  also recognises that coordinating a vessel to rescue them at 
  this time certainly poses a significant complication when more 
  than a regiment of soldiers are attempting to simultaneously 
  flee Lycurgos.
  When the unit investigates the maintenance shaft, they 
  can quickly recognise that it remains intact. The Warpsmith 
  was reluctant to damage the plasma core, so he directed 
  his servitors to avoid it and the star fort’s components 
  that were closest to it. The shaft extends for nearly a 
  kilometre vertically through the star fort, terminating 
  at its lowermost ventral point. There are two 
  significant issues, however, in fitting a company 
   
  
  III: Mechamorphosis
  115
  rearrangements to its overall physical configuration. In the 
  process, many sections have opened up into much larger 
  areas—likely places that the Daemon Engine’s organic 
  components are intended to eventually fill. Some of these 
  are even large enough that an Imperial attack craft could 
  manoeuvre through those spaces. While this requires an 
  exceptionally talented—and foolishly brave—pilot, it is a 
  dangerous but feasible escape route. 
  In order for the characters to use this strategy, they must 
  first persuade Captain Horatio to undertake the risk. That 
  requires a successful Difficult (–10) Opposed Charm 
  Test. Appealing to past debts or to his ego could provide 
  bonuses to the attempt, at the Game Master’s discretion. If 
  they succeed, they must then coordinate a mutually agreeable 
  location for the pick-up. This requires success on a Hard 
  (–20) Navigate Surface Test to designate a location that 
  both parties can safely reach, even as the star fort continues the 
  process of reconfiguration. Should they fail, bulkheads must 
  be destroyed, requiring the use of explosives and potentially 
  drawing the star fort’s ire as previously described. With three 
  or more Degrees of Failure, the location is incorrectly chosen, 
  and Captain Horatio and his ship are destroyed as he tries to 
  find them. With success, they can find a mutually agreeable 
  location. In short order, the unit is able to escape the star 
  fort through the captain’s piloting expertise. In the interests 
  of drama, the flight out should be suitably terrifying with 
  Daemon Engines observed en route, and organic looking 
  portals opening and closing along the way. 
  FLEEING THE DAEMON
  If Lycurgos is transformed into a Daemon Engine, the characters 
  can still have a chance to escape its clutches. This is hardly 
  a trivial manner, as the facility is focused on annihilating all 
  life within it. However, the entity requires some time to fully 
  come to grips with an understanding of its new form. During 
  this time, the unit need only battle against the Daemon’s 
  automatic responses, rather than battling a facility that makes 
  a concerted effort to destroy them. 
  Unlike the circumstance where the plasma core is set 
  to explode, the time in this situation is more lenient. Game 
  Masters must use their own discretion to decide just how 
  much time the Daemon requires mastering its new form. This 
  is certain to at least take several hours, and could reasonably 
  require several days. After all, there are no known instances 
  of such a possession ever having occurred previously. The 
  Warpsmith is almost certain to have made a few miscalculations 
  in preparing the rite. It is reasonable to assume that this could 
  provide the star fort’s inhabitants with enough time to make an 
  escape before the Daemon could completely annihilate them.
  However, the journey through the facility should not be easy, 
  by any stretch of the imagination. One possible approach is for the 
  unit to simply travel through the corridors, trying to find or create 
  a course that could reunite them with other surviving members 
  of the regiment. The route is certain to change constantly, as the 
  Warp continues to corrupt the star fort’s interior. Making sense 
  of this new route requires success on a Hard (–20) Navigate 
  (Surface) Test. Failure simply directs the unit in circles. With 
  three or more Degrees of Failure, the company suffers an 
  encounter with a significant group of Daemon Engines, due to a 
  wrong turn. As they travel, some passages simply vanish without 
  explanation. Others transform into organic structures, which 
  clench and relax, as if they were intestines. The clenching force 
  need not affect the entire corridor; instead soldiers and vehicles 
  would need to quickly react to avoid the collapsing tunnels. 
  Resolve this with Difficult (–10) Acrobatics Tests. Those who 
  fail would suffer 1d10+4 Impact Damage. 
  An alternative approach to overcoming the corrupted star 
  fort could be a direct use of force. Characters equipped with a 
  range of heavy weapons or explosives might simply attempt to 
  destroy walls, proceeding along the most direct course towards 
  a particular landmark. While this is certainly workable, it is also 
  a means to draw the ire of the Daemon that possessed Lycurgos. 
  After the unit blasts through three walls, the walls begin to 
  grow back into place quickly, such that each wall only remains 
  broken for 1d10+2 combat Rounds. If they continue to blast 
  through the walls, the star fort begins to aggressively use its 
  systems against them. This begins with reconstructing areas so 
  that the unit is isolated in a region with no functional hatches. 
  If the company continues to provoke its ire, it eventually 
  attempts to simply vent them to the star fort’s exterior. In 
  this instance, the unit could safely traverse its surface without 
  further complication, though coordinating an escape route still 
  presents its own challenges.
  If the Guardsmen established a positive working 
  relationship with Captain Horatio (see page 129) they 
  might be able to ask him for assistance at this time. As the 
  star fort transformed, it underwent a variety of structural 
   
  
  III: Mechamorphosis
  116
  under General Constantine only complicates matters. Now, 
  the alliance is no longer necessary. Many of these soldiers 
  are anxious to resume hostilities. Others—including the 
  general—have simply accepted that the battle for Lycurgos is 
  over and they have lost. These hostiles have begun to take 
  guerrilla actions against the Imperial Guard. There are far 
  too few of them to have any chance of long-term success, 
  but their numbers and actions have hampered the Imperial 
  Guard efforts to eliminate the taint of Chaos and proclaim the 
  star fort a secure environment. Compared to the threat posed 
  by the Daemon Engines and servitors, this is an annoyance. 
  However, it has already cost the regiment several hundred 
  lives, and continues to do so until the secessionists are all 
  captured or killed.
  A unit made up of either Severan Dominate soldiers or 
  Chaos cultists can—at the Game Master’s discretion—
  attempt to relieve the Player Characters and their company 
  of duty. It is the goal of these traitors to seize control of the 
  enginarium, so that they can destroy the star fort. Their ploy 
  is elaborate, and makes use of uniforms stolen from fallen 
  Guardsmen. Defeating the charade can best be accomplished 
  through their failure to recognise the regiment’s passcodes and 
  traditions, or if the Player Characters simply realise that they 
  do not know any of the soldiers in their regiment’s uniforms. 
  In either instance, of course, a combat at the entrance to the 
  enginarium ensues. The characters, who are likely running 
  low on ammunition and supplies by this point, must fight a 
  difficult battle against a truly desperate opponent.
  WRAP UP
  By this point, the Player Characters have secured the star fort 
  from enemy forces, destroyed it in dramatic fashion, or died in 
  the attempt. Any of these outcomes concludes the adventure. 
  By no stretch of the imagination does this conclude the war 
  for control of Warzone Epsilon, nor does it begin to address 
  the fallout for the Spinward Front as a whole. In fact, it is 
  unlikely to even affect the Guardsmen as far as their current 
  deployment goes. In all likelihood, they need to spend 
  additional time within the system resolving the consequences 
  of their success and failure. At this point, however, it is 
  appropriate to assign rewards based upon the units overall 
  success throughout the adventure, prior to considering the 
  longer-term ramifications and future scenarios.
  If the characters were successful in stopping the 
  Warpsmith’s plans to capture the star fort, then Regimental 
  Command must be impressed with their capabilities. 
  Whether they seek promotion or not, the Player Characters 
  must be considered for additional responsibilities within 
  the regiment. This could leave them in a situation where 
  they have command of an entire company on a regular 
  basis. Alternatively, they might even be forced to take 
  advisory positions reporting directly to Regimental 
  Command. All of this is contingent upon an extensive 
  series of debriefings involving the regiment’s commanding 
  officer as well as its ranking Commissar. It is vital that 
  the Guardsmen acted not only in the best interests of the 
  Imperium, but that they also acted in a manner consistent 
  with regimental and Imperial Guard standards.
  CONSOLIDATING CONTROL
  Success breeds the most straightforward of all possible 
  outcomes. If the unit captured the general and overcame 
  the Warpsmith before he could complete his ritual, then 
  there are no surviving enemy leaders aboard Lycurgos. At 
  this point, the star fort simply needs to be cleansed of 
  the disorganised threats that remain. Once that task is 
  completed, the Imperial Navy can formally take control of 
  the star fort. After it has been fully repaired, it can become 
  the cornerstone to the Imperial presence within this region 
  of the Spinward Front. 
  The largest challenge at hand remains the matter of 
  maintaining operational security as the surviving opponents are 
  eliminated. Because of this, the Player Characters’ company is 
  unlikely to see relief any time soon. They are currently located 
  far from secure territory, and they are currently protecting one 
  of the star fort’s most vulnerable assets. The enginarium and 
  its plasma system must be defended at all costs. Desperate foes 
  could easily cause critical damage to Lycurgos if they were to 
  enter the facility and randomly discharge powerful weapons 
  or explosives. Consequently, there can be no rest for the unit 
  until the remaining portions of the regiment complete the 
  task of expanding the regiment’s holdings. Only when a 
  secure network is established from the docking arm to the 
  enginarium can they be relieved of duty. 
  Even without the Warpsmith’s leadership, the surviving 
  Daemon Engines and corrupted servitors remain a substantial 
  threat. If these forces are permitted to continue their 
  previously assigned tasks, then they are likely to eventually 
  completely destroy the star fort. Ceaselessly obeying their last 
  known directive, the servitors have continued to mindlessly 
  disassemble large portions of the Lycurgos, so that they can be 
  used to build frameworks for Daemon Engines that Warpsmith 
  Arkturian can no longer complete. This disassembly is certain 
  to eventually have serious repercussions for the star fort’s 
  structural integrity.
  With the death of the Warpsmith and the failure of his 
  rite, the Daemon Engines enter a state of mindless slaughter. 
  They begin to stalk the star fort’s hallways, killing every 
  living mortal that they can find. Without coordination, 
  this is less effective than it might be if the separate engines 
  coordinated their efforts. However, it does still pose a 
  significant threat to the Player Characters. As they still 
  reside within the enginarium, there are a significant number 
  of Daemon Engines located in the surrounding corridor. 
  Many of these have sensed the death of their master and 
  recognise that the ban on entry to the enginarium is no 
  longer active. Consequently, these mechanical horrors 
  begin to descend upon that location. At the Game Master’s 
  discretion, they might no longer be compelled to avoid 
  targeting units that stand in front of the outer walls of the 
  plasma core. Consequently, a missed shot could have serious 
  repercussions for that system’s integrity.
  Human resistance forces continue to pose a significant 
  threat to the star fort. This includes both those who 
  pledged their allegiance to the Ruinous Powers and 
  those who remain loyal to the Severan Dominate. 
  The temporary alliance between the soldiers 
   
  
  III: Mechamorphosis
  117
  after delivering the general, the unit was debriefed about 
  cooperating with the enemy. If they were able to avoid 
  any punishment for their actions, the unit receives an 
  additional bonus of 50 xp.
  During their travels to the enginarium, the unit faced a number 
  of different challenges. If they successfully overcame these 
  obstacles rather than avoiding them or falling prey to them, the 
  characters can earn additional bonus xp. Note that the characters 
  should only earn these bonuses if they played a direct role in the 
  success. If they simply stood back while other members of the 
  company successfully acted, then the Player Characters do not 
  deserve these bonuses. Defeating the Heldrakes that threatened 
  the docking arm is worth an additional 100 xp bonus. If they 
  were defeated before they could breach the hull armour, this is 
  increased to 200 xp. Defeating the Warpsmith’s cultist blockade 
  is worth an additional 250 xp, though this bonus does not 
  apply if the unit somehow bypassed the enemy’s super-heavy 
  tanks without destroying them. As they travelled through the 
  maze surrounding the Warpsmith’s sanctum, the unit needed to 
  avoid or disarm a range of different traps. Every trap that they 
  successfully deactivated is worth an additional 100 xp bonus, 
  though if any soldiers died or vehicles were destroyed in the 
  process the award is forfeited. 
  Within the enginarium, the Guardsmen faced Warpsmith 
  Arkturian. If they were able to stop him from completing 
  his unholy ritual, they receive an additional 500 xp 
  bonus. This is a flat award, regardless of the means by 
  which they stopped the ritual. Killing or capturing the 
  Imperial high command for the Spinward Front could be 
  impressed with the regiment’s competency as a whole. In fact, 
  if the mission could only be considered a complete success, 
  then it is very likely that the regiment would be redeployed 
  into an even more dangerous battlefield. After all, units with 
  their competency must be placed into situations where their 
  expertise can best serve the Emperor.
  experience AWArdS
  For surviving Chapter III: Mechamorphosis, each character 
  receives an award of 1,000 xp. All characters that survived all 
  three chapters of no Surrender receive an additional bonus 
  reward of 1,500 xp. At their discretion, Game Masters can 
  choose to provide this award to the characters of players who 
  participated in all three acts, even if the characters present in 
  the latter portion of the adventure were not the same ones 
  present at the beginning. This award is the bare minimum for 
  having participated in the brutal battles that decided the fate 
  of Lycurgos. Additional experience rewards are tiered based 
  upon the Degree of Success that the characters had in the 
  various challenges faced throughout the scene. 
  Successfully 
  delivering 
  General 
  Constantine 
  to 
  regimental command earns each character a bonus of 400 
  xp. If the characters were able to persuade the command 
  officers to actually work with the general rather than 
  simply interrogating and eliminating him, they receive an 
  additional bonus of 100 xp. Conversely, delivering only 
  the general’s body reduces this bonus to 200 xp. Shortly 
   
  
  III: Mechamorphosis
  118
  Warpsmith adds an additional 200 xp bonus. 
  At the Game Master’s discretion, he can reduce these rewards 
  if the characters suffered substantial losses to their company 
  during the course of any of these encounters. This should not, 
  however, exceed the bonus xp available. At his discretion, the 
  Game Master can also issue bonus awards for exceptional role 
  play throughout the chapter, but these should not exceed 1,000 
  xp in total. Game Masters are encouraged to offer additional 
  bonus xp to characters or groups that implemented particularly 
  novel strategies to overcoming the challenges that they faced, 
  though this should not exceed fifty percent of the bonus available 
  for the encounter in question. 
  FoLLoWing AdventureS
  Depending upon the outcome to the battle for Lycurgos, the next stages in the war for the system could vary substantially. 
  Game Masters could choose to explore some of these possibilities, or they could decide that the best option would be 
  to reassign the regiment to a completely different system. The former could offer a better narrative connection for the 
  Player Characters, permitting them to see how their success directly impacts the progress of the war for the Spinward 
  Front. The latter, however, could be more in keeping with the functional nature of the Imperial Guard, where regiments 
  are continually thrust into new environments, with little opportunity to fully appreciate the larger scope of the war 
  effort. This section offers suggestions for Game Masters considering different possibilities within Warzone Epsilon.
  If Lycurgos has become a Daemon Engine, the Imperial Guard can have little direct impact upon it. At this point, 
  defeating the horrific entity becomes a challenge that requires the intercession of the Imperial Navy. However, there is 
  one potential strategy that could be useful—provided the regiment acts quickly. If General Constantine yet lives, the 
  Player Characters could be pressed to escort him to the surface of Helena II. There, they could coordinate ground-based 
  defence lasers with the orbiting firepower of the Imperial Navy. A concerted push from the different factions could 
  possibly generate enough firepower to significantly damage—or potentially even destroy—the inconceivably massive 
  Daemon Engine. Of course, this situation would also present an ideal opportunity for the general to escape captivity. To 
  succeed in their mission, the Guardsmen must coordinate effectively with the Imperial Navy officers. 
  If Lycurgos has been destroyed—or captured—the next clear Imperial objective in the system is to conquer Warzone 
  Epsilon. Prior to their mission against the star fort, Lycurgos and General Constantine presented the two most significant 
  obstacles. If both of these have been eliminated or captured, then seizing control of the agri-world is a much simpler 
  task. However, that is not an indication that the battles are easy. Even with the star fort under their control, Imperial high 
  command is loath to bombard the planet’s surface. The citizens of Helena II are also extremely reluctant to surrender 
  their loyalty to Duke Severus. These battles should be hard fought, and involve a great deal of trench warfare, as the 
  secessionists are extraordinarily reluctant to surrender any of the ground that their ancestors originally cultivated. The 
  best possible strategy is for the Guardsmen to use a combination of physical and psychological warfare, in the hopes that 
  they can persuade the world’s natives to surrender. Only if they succeed in this approach can the world be taken intact, 
  so that the Imperium may once more exploit its agricultural bounty.
  In the event that Lycurgos survived and General Constantine somehow escaped, the regiment may be forced to remain 
  upon the star fort, so that they can defend it against enemy attack. Long before this Imperial wave arrived, the general 
  put forth a call for Severan Dominate reinforcements. While these had not arrived prior to the start of the conflict, it is 
  certainly possible for a significant force to arrive at some point after the battle has already been decided. If the Imperial 
  Navy decreased its presence in the system, a squadron of Severan Dominate spacecraft could present a significant threat 
  to the star fort. The danger could be even greater if repairs have not yet been completed upon Lycurgos. In this scenario, 
  the regiment would suddenly have to defend the badly damaged star fort from a well-equipped contingent of Severan 
  Dominate soldiers, intent on regaining control.
  LogiSticS AWArdS
  The battle for Lycurgos was hard fought, with serious losses 
  suffered by both sides. If the characters played a critical 
  role in its success, then their reputation spreads throughout 
  the regiment. Their commanders come to recognise that 
  they just might be competent, and that their requests for 
  additional wargear just might have some reasonable tactical 
  basis. As a consequence, their Logistics rating can be 
  increased as follows:
  • Characters who successfully stopped Warpsmith Arkturian’s
  ritual receive a +5 bonus to their Logistics Rating.
  • Characters who successfully defended the enginarium from
  later attack receive a +2 bonus to their Logistics Rating.
  • If the Characters were able to preserve the lives of more
  than half of the members of their company during the 
  push to the enginarium, they receive a +3 bonus to their 
  Logistics Rating.
   
  
  NPCs & Adversaries
  119
  PERSONALISING NPCS
  only War’s rules for regiment creation allow for an almost 
  limitless variety amongst Imperial Guard regiments (see page 
  40 of the only War Core Rulebook). The possibilities for 
  equipment and methods of warfare are such that many Imperial 
  Guard regiments are all but unrecognisable as belonging to the 
  same military complex. Because of this diversity, no Surrender 
  makes certain assumptions about the Player Characters’ 
  regiment, but also leaves “blanks” for the GM to fill in. Not 
  only is this a necessity due to the variety of possibilities for 
  Player Character regiments, but a great opportunity for GMs to 
  personalise the game for their players. GMs are encouraged to 
  modify events and encounters involving the Player Characters’ 
  regiment so that they fit the background previously established 
  by the players and GM. Because Guardsmen from different 
  regiments can be extremely different in outlook, name, and 
  ability, it is left to individual GMs to develop the personalities 
  of NPCs amongst the Player Characters’ company.
  All of these factors make it impossible to provide any but 
  the most perfunctory detail regarding NPCs in the players’ 
  company, as any such information would need to be replaced 
  by the majority of GMs. It is left to individual GMs to detail 
  the appearance, equipment, personality, and name of each 
  important NPC in the Player Characters’ regiment. Table 
  3–21: Demeanours and the list of Commanding Officer 
  personalities on pages 108 and 63, respectively, of the only 
  War Core Rulebook can be useful sources of inspiration 
  when detailing these NPCs. They can also make valuable 
  resources for a GM when developing NPCs for adventures of 
  his own devising.
  Appendix: 
  NPCs and 
  Adversaries
  “I hate fighting on a star vessel. I can never shake the feeling that I’m 
  in the guts of some huge metal creature.”
  –Corporal Janhuss
  T
  his Appendix details the Non-Player Characters whom 
  the Guardsmen encounter and interact with during the 
  course of no Surrender. Throughout the events of 
  the adventure, players encounter numerous NPCs, from the 
  skilful Void Shrikes to the deluded servants of the Ruinous 
  Powers. Most NPCs play only a minor role in the adventure, 
  such as the hundreds of soldiers in the Player Characters’ 
  company and the Vostroyan Void Shrikes assisting them, or 
  the masses of Severan Dominate troops who oppose them. 
  Of course, in only War, many of these NPCs are only “on 
  camera” for a short time before meeting an honourable—or 
  ignoble—death. There is no need to determine Characteristics 
  and personalities individually for each of these minor NPCs, 
  though it’s always helpful to have a list of names to hand in 
  case the players decide to strike up an unexpected conversation 
  (or interrogation). Other NPCs, such as Lieutenant Sava 
  Nikishin of the Void Shrikes, play a large, even crucial, part in 
  the adventure’s events. As such, these important NPCs receive 
  individual profiles. If the GM were in need of a game profile 
  for another Vostroyan lieutenant, he would simply use the 
  Void Shrikes Lieutenant profile on page 127. Of course, the 
  GM should feel free to add additional Skills, Talents, gear, or 
  other details as the needs of the game dictate.
  The first section of the Appendix details general NPCs, 
  the second covers named NPCs—those who are important 
  to the plot of the adventure—and the last explores the dread 
  forces of Chaos at work aboard Lycurgos. Strength Bonus and 
  Talents have already been factored into weapon Damage for 
  all profiles. As always, NPCs are considered to be capable of 
  using any weapons listed in their profile, regardless of Talents.
  The Imperial Guardsman profile on page 371 of the 
  only War Core Rulebook can be used to represent 
  Guardsmen from the Player Characters’ regiment. See 
  Personalising NPCs  for advice on tailoring NPCs to the 
  Player Characters’ regiment.
   
  
  NPCs & Adversaries
  120
  SeverAn dominAte SoLdier
  Severan Dominate soldiers are drawn from across the worlds 
  under Duke Severus’s leadership. Had events transpired 
  differently, these very individuals might be serving in the 
  Imperial Guard rather than opposing it. For many of these 
  soldiers, fighting against the forces of the Imperium is an 
  uncomfortable prospect at best. They do not view themselves 
  as traitors or enemies of the Emperor, but as victims of the 
  unjust policies of the Adeptus Terra—that is, if they hold 
  any view whatsoever of the wider issues at play. For many 
  Severan Dominate soldiers, they are simply following orders 
  and protecting their families back home. Of course, the same 
  could be said of many Guardsmen.
  Severan Dominate soldiers are generally equipped in a 
  similar manner to the Imperial Guard. In fact, much of their 
  equipment was supplied by the Departmento Munitorum 
  prior to the secession of the worlds which now swear 
  allegiance to the Severan Dominate. However, the lack of 
  Departmento Munitorum oversight and resources ensures a 
  broader range of equipment than is seen even amongst the 
  diverse regiments of the Imperial Guard. Many Severan 
  Dominate regiments simply utilise the equipment of their 
  home world’s standing armed forces, which they are able to 
  keep maintained and supplied due to their close proximity 
  and short supply lines. Consequently, various patterns of 
  autoguns, shotguns, and other stub weapons are as common 
  as lasguns amongst the forces of the Severan Dominate.
  Movement: 3/6/9/18 
  Wounds: 10
  Armour: Flak armour (4 All) 
  Total TB: 3
  Skills: Athletics (S), Awareness (Per), Common Lore 
  (Spinward Front) (Int), Dodge (Ag), Linguistics (Low 
  Gothic) (Int), Operate (Ground) (Ag), Scholastic Lore 
  (Tactica Imperialis) (Int) Stealth (Ag), Survival (Per).
  Talents: Deadeye Shot, Rapid Reload, Street Fighting.
  Weapons: M36 lasgun (Basic; 100m; S/3/–; 1d10+3 E; 
  Pen 0; Clip 60; Reload Full; Reliable) or autogun (Basic; 
  100m; S/3/10; 1d10+3 I; Pen 0; Clip 30; Reload Full) 
  or shotgun (Basic; 30m; S/–/–; 1d10+4 I; Pen 0; Clip 8; 
  Reload 2 Full; Scatter), combat knife (Melee; 1d5+3 R; Pen 
  0), 3 frag grenades (Thrown; 9m; S/–/–; 2d10 X; Pen 0; Clip 
  1; Reload –; Blast [3]).
  Gear: Severan Dominate uniform, basic toolkit, rebreather, 
  2 reloads for primary weapon, Severan Soldier’s Guide to Battle, 
  home world memento, standard regimental kit.
  Severan Dominate Soldier (Troop)
  36
  34
  35
  35
  37
  28
  34
  26
  33
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Rank and File
  “Sir, what does this blinking red light mean?”
  –Guardsman Horshentz, while examining his void suit
  I
  n the action to retake Lycurgos, massed infantry plays a 
  major role, just as it would in a planet-bound mission. 
  Indeed, the large chambers and hangar bays of the station 
  allow for very similar engagements, at least superficially. 
  During the course of the adventure, the Player Characters can 
  expect to fight alongside hundreds of their fellow Guardsmen, 
  both of their own regiment and of the Vostroyan 1054th, in 
  the battle against the masses of Severan Dominate traitors.
  SEVERAN DOMINATE 
  The Severan Dominate has only a miniscule number of 
  soldiers at its command in comparison to the innumerable 
  forces of the Imperial Guard, a number that is comparable to 
  a Departmento Munitorum rounding error. Yet the Imperium 
  faces countless threats and, combined with the realities of 
  logistical needs, this ensures that only a fraction of those 
  Guardsmen within the Calixis Sector are actively embroiled 
  in the battle against the secessionists. Though the rebels lack 
  the resources of the Imperial Guard, their shorter supply lines 
  and familiarity with the environs ensure that the ranks of 
  Severan Dominate troops are a threat to the men and women 
  of the Imperial Guard.
  Severan Dominate forces echo the Imperial Guard in their 
  organisation. A typical squad consists of nine soldiers led by 
  a sergeant. One soldier may carry a special weapon, most 
  likely a flamer or grenade launcher. More technologically 
  sophisticated weapons such as plasma guns and meltaguns 
  are not unheard of, but the Severan Dominate’s access to 
  these rare weapons is substantially limited. In addition, two 
  soldiers can work together to operate a heavy weapon, most 
  commonly a heavy flamer, missile launcher, or autocannon.
   
  
  NPCs & Adversaries
  121
  SeverAn dominAte LieutenAnt
  The majority of those who have risen to leadership positions 
  within the armies of the Severan Dominate hold a deep 
  commitment to the secessionist cause, yet also a firm devotion 
  to the Emperor and belief in His divinity. Though this seems 
  an impossible contradiction in the minds of any loyal Imperial 
  citizen, the Duke has spent many decades laying the groundwork 
  for his rebellion. Ducal Legates and others continuously spread 
  the Severan Dominate’s propaganda, painting the Imperium and 
  its forces as the true traitors. Positions of responsibility within the 
  armies of the Severan Dominate are reserved for those committed 
  to the cause, those who believe that Duke Severus the Thirteenth 
  is the rightful representative of the Emperor’s will.
  As befits their status, lieutenants of the Severan Dominate 
  have access to superior arms and armour. Those with the right 
  connections or who are held in particularly high esteem by 
  the Duke and his circle of advisors covet deadly bolt pistols 
  and several lieutenants have earned the coveted Golden Laurel 
  through acts of valour or in recognition of their tactical acumen.
  These officers also have some degree of understanding of the 
  star fort’s importance to the war effort. As such, they are willing 
  to use every tool and strategy at their disposal to ensure it does 
  not fall into the hands of the Imperium. Of course, not all 
  Severan Dominate officers are willing to lay down their lives or 
  commit their troops to wholesale slaughter for the sake of Duke 
  Severus’ ideals. For some, the recognition of the true scope of 
  the Imperium and its armies is enough to plead surrender. 
  Movement: 3/6/9/18 
  Wounds: 16
  Armour: Flak armour (All 4) 
  Total TB: 3
  Skills: Athletics (S), Awareness (Per), Command (Fel) +10, 
  Common Lore (Spinward Front, War) (Int), Dodge (Ag), 
  Linguistics (Low Gothic, Severan Dominate Codes) (Int), 
  Operate (Ground) (Ag), Parry (WS) +10, Scholastic Lore (Tactica 
  Imperialis) (Int) +10, Stealth (Ag).
  Talents: Deadeye Shot, Nerves of Steel, Rapid Reload, 
  Sidearm, Street Fighting, Takedown, Two-Weapon Wielder 
  (Melee, Ranged).
  Weapons: Bolt pistol (Pistol; 30m; S/2/–; 1d10+5 X; Pen 
  4; Clip 8; Reload Full; Tearing), chainsword (Melee; 1d10+5 
  R; Pen 2; Balanced, Tearing), 3 frag grenades (Thrown; 9m; 
  S/–/–; 2d10 X; Pen 0; Clip 1; Reload –; Blast [3]).
  Gear: Severan Dominate uniform, 3 reloads for bolt pistol, 
  rebreather, basic toolkit, home world memento, Severan 
  Soldier’s Guide to Battle.
  Severan Dominate Lieutenant (Elite)
  38
  40
  35
  35
  35
  35
  37
  39
  40
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  SeverAn dominAte SergeAnt
  Sergeants of the Severan Dominate military are usually 
  enlisted, just as those under their command. In most cases, a 
  sergeant and his squad served together within a planetary 
  defence force before being drafted to the Severan Dominate 
  cause. In this way, they are not unlike most Imperial Guard 
  sergeants. Also like their counterparts in the Imperial Guard, 
  sergeants of the secessionist forces often have only a vague 
  understanding of why they are fighting a given battle, 
  knowing only that they are following orders. In some cases, 
  they do not even fully comprehend the nature of the war or 
  the true severity of the Duke’s actions. Others, though, are 
  fully dedicated to the secessionist cause. Depending on the 
  regiment’s home world, a sergeant might be a veteran of 
  countless battles against xenos marauders or cannibalistic 
  mutants. For others, their assignment to Lycurgos is their first 
  taste of actual battle. Having no more experience than the rest 
  of their squad, such individuals are ill-prepared for the brutal 
  close-quarters fighting to control the star fort.
  Movement: 3/6/9/18 
  Wounds: 12
  Armour: Flak armour (4 All) 
  Total TB: 3
  Skills: Athletics (S), Awareness (Per), Command (Fel), 
  Common Lore (Spinward Front, War) (Int), Dodge (Ag), 
  Linguistics (Low Gothic) (Int), Operate (Ground) (Ag), Parry 
  (WS), Scholastic Lore (Tactica Imperialis) (Int) +10, Stealth 
  (Ag), Survival (Per).
  Talents: Deadeye Shot, Nerves of Steel, Rapid Reload, Street 
  Fighter, Takedown, Two-Weapon Wielder (Melee, Ranged).
  Weapons: Autopistol (Pistol; 30m; S/–/6; 1d10+2 I; Pen 
  0; Clip 18; Reload Full) or laspistol (Pistol; 30m; S/2/–; 
  1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable) or shotgun 
  (Basic; 30m; S/–/–; 1d10+4 I; Pen 0; Clip 8; Reload 2 Full; 
  Scatter), chainsword (Melee; 1d10+5 R; Pen 2; Balanced, 
  Tearing), combat knife (Melee; 1d5+3 R; Pen 0), 3 frag 
  grenades (Thrown; 9m; S/–/–; 2d10 X; Pen 0; Clip 1; 
  Reload –; Blast [3]).
  Gear: Severan Dominate uniform, basic toolkit, rebreather, 
  3 reloads for primary weapon, Severan Soldier’s Guide to Battle, 
  homeworld momento, standard regimental kit. 
  Severan Dominate Sergeant (Elite)
  37
  36
  35
  35
  37
  30
  35
  30
  39
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
   
  
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  the Severan Dominate. Though typically assigned to special 
  operations missions and lightning raids, shock troopers are 
  sometimes given the duty of protecting an important officer or 
  other official of the Severan Dominate, where their experience 
  and unflinching loyalty can mean all the difference.
  Movement: 3/6/9/18 
  Wounds: 12
  Armour: Storm trooper 
  carapace armour (6 All) 
  Total TB: 3
  Skills: Athletics (S), Awareness (Per), Command (Fel), 
  Common Lore (Imperium, Severan Dominate, Spinward 
  Front, War) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), 
  Operate (Ground) (Ag), Parry (WS), Scholastic Lore (Tactica 
  Imperialis) (Int), Stealth (Ag).
  Talents: Double Team, Nerves of Steel, Quick Draw, Rapid 
  Reload, Takedown, Unshakeable Faith.
  Weapons: Hot-shot lasgun (Basic; 60m; S/3/–; 1d10+4 
  E; Pen 7; Clip 30; Reload 2 Full), autopistol with man-
  stopper bullets (Pistol; 30m; S/–/6; 1d10+2 I; Pen 3; Clip 
  18; Reload Full), combat knife (Melee; 1d5+3 R; Pen 0), 
  3 frag grenades (Thrown; 9m; S/–/–; 2d10 X; Pen 0; 
  Clip 1; Blast [3]), 2 krak grenades (Thrown; 9m; S/–/–; 
  2d10+4 X; Pen 6; Clip 1; Concussive [0]).
  Gear: Severan Dominate uniform, micro-bead, 
  rebreather, photo-visor, 3 clips of man-stopper 
  bullets, Severan Soldier’s Guide to Battle.
  Severan Dominate Shock Trooper (Troop)
  38
  40
  36
  38
  38
  30
  36
  31
  32
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  SeverAn dominAte ShocK trooperS 
  Military resources are stretched thin for the Severan Dominate. 
  Nevertheless, certain soldiers who display a high level of ability 
  earn recognition. These veteran soldiers are equipped with the 
  finest weapons and armour within the Severan Dominate’s 
  possession and grouped into squads of shock troopers. Most 
  Severan Dominate soldiers are relatively green, especially by 
  the standards of a typical Imperial Guard regiment. 
  Consequently, shock troopers are quite rare. The Severan 
  Dominate leadership does not waste these elite troops’ talents, 
  and deploys them only under circumstances where other 
  soldiers are insufficient. The loss of each shock trooper is a 
  serious blow to the Severan Dominate’s limited resources, and 
  the decision to risk their lives and equipment is not made 
  lightly. Shock troopers are highly dedicated to the Duke’s 
  cause, and willing to give their 
  lives in the protection of 
   
  
  NPCs & Adversaries
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  imperiAL guArd SergeAnt
  Sergeants lead squads of Imperial Guardsmen, which consist 
  of nine additional troopers in most regiments. Sergeants are 
  often veterans of multiple battles, with the experience and 
  courage to lead their squad into battle. In the case of most 
  regiments, sergeants are noncommissioned officers, unlike 
  those higher up the chain of command. The fact that they 
  joined the Imperial Guard under the same conditions as their 
  subordinates, and possibly earned their position through 
  success on the battlefield, can help sergeants to gain the 
  respect and loyalty of their squads.
  While their equipment is mostly identical to that of their 
  squad, squad leaders often carry a laspistol and chainsword 
  into battle. Many regiments encourage this, for the sight of a 
  roaring chainsword gesturing onward can inspire men to 
  fight on where mere words might fail.
  Movement: 3/6/9/18 
  Wounds: 12
  Armour: Guard flak armour (4 All) 
  Total TB: 3
  Skills: Athletics (S), Awareness (Per), Command (Fel), Common 
  Lore (Imperium, War) (Int), Dodge (Ag), Linguistics (Low 
  Gothic, Imperial Codes) (Int), Operate (Ground) (Ag), Parry 
  (WS), Scholastic Lore (Tactica Imperialis) (Int), Stealth (Ag).
  Talents: Nerves of Steel, Rapid Reload, Takedown, Two-
  Weapon Wielder (Melee, Ranged).
  Weapons: Laspistol (Pistol; 30m; S/2/–; 1d10+2 E; Pen 0; 
  Clip 30; Reload Full; Reliable), chainsword (Melee; 1d10+5 
  R; Pen 2; Balanced, Tearing), combat knife (Melee; 1d5+3 R; 
  Pen 0), 4 frag grenades (Thrown; 9m; S/–/–; 2d10 X; Pen 0; 
  Clip 1; Reload –; Blast [3]).
  Gear: Imperial Guard uniform, 4 clips for laspistol, Imperial 
  Infantryman’s Uplifting Primer, standard regimental kit.
  Imperial Guard Sergeant (Elite)
  37
  37
  35
  35
  32
  30
  35
  30
  35
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  IMPERIAL GUARD 
  AND ALLIES
  Countless numbers of Imperial Guardsmen defend the 
  Imperium from every conceivable threat. Whether responding 
  to an Inquisitor’s summons or holding the line until the 
  Adeptus Astartes can arrive, the Imperial Guard often forms 
  the first and primary defence against aliens, heretics, and 
  worse. Each Imperial Guard regiment is unique, reflecting 
  the culture of its home world. These differences are often 
  subtle or cosmetic, and the following profiles can represent 
  Guardsmen from most regiments, including that of the Player 
  Characters. Particularly in this latter case, GMs might wish to 
  modify the NPCs’ gear, Characteristics, or Skills and Talents 
  to better reflect the particular regiment.
  the pLAyer chArActerS’ compAny
  Throughout the events of no Surrender, the Player 
  Characters are supported by a host of additional Guardsmen 
  from their platoon. While the bulk of the Guardsmen can 
  be consigned to the background, the field leaders deserve 
  closer attention. Whether they go by “exalted sergeant,” 
  “battle-chief,” or one of myriad other titles, these squad 
  and company leaders rightfully expect to be included in 
  any discussions and decisions regarding the actions of the 
  company. The profiles below represent “typical” Imperial 
  Guard officers, but can and should be modified to reflect the 
  Player Characters’ regiment. The Imperial Guard Sergeant 
  and Lieutenant profiles presented here assume a Line Infantry 
  regiment, the most common type amongst the countless 
  numbers of Imperial Guard regiments. At the very least, GMs 
  should swap the gear listed below for equipment appropriate 
  to the Player Character’s regiment where applicable. If the 
  regiment is built using a different doctrine, GMs can modify 
  the officers’ Characteristics, Skills, and Talents appropriately. 
  Most importantly, however, the GM should portray any 
  sergeants or lieutenants present in a manner corresponding 
  to the culture of the regiment. For many groups, the game 
  experience can be enhanced by further individualising key 
  NPCs amongst the Player Characters’ company through 
  personality traits, quirks, distinguishing features and, of 
  course, names. See Personalising NPCs on page 119 for 
  more on this subject. 
  For Guardsmen below the rank of sergeant, use the 
  Imperial Guardsman profile on page 371 of the only War 
  Core Rulebook.
   
  
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  nAvAL ArmSmAn
  By ancient decree, the Imperial Guard does not possess 
  its own void ships, or even aircraft. The Imperial Navy 
  provides all air support and interplanetary transportation 
  for the Imperial Guard. Conversely, the Navy does not 
  possess the materiel or soldiers for ground assaults. Though 
  every captain hopes against such an event, Navy vessels 
  must be able to defend themselves against boarders. Thus, 
  all ships carry a contingent of Naval Armsmen to defend 
  the vessel in times of need (although all crew are expected 
  to do their part). The training and equipment borne by 
  armsmen is specifically suited to shipboard combat, and 
  they lack heavy, or even long-ranged, weapons. The more 
  common duty of an armsman is to police the thousands 
  of crew aboard a vessel, doing everything from stopping 
  fist fights in the galley to busting up illegal black markets 
  amongst the lower-deck hands.
  Though few man-portable weapons could hope to 
  damage the hull of a void ship, even a stray lasgun blast can 
  damage important, if not necessarily vital, ship’s systems. 
  Consequently, Naval Armsmen favour weapons with low 
  armour penetration, but that are effective against living 
  targets at short range, where most on-board combats occur. 
  Unsurprisingly, shotguns are the most common armament 
  for Naval Armsmen. The intimidation factor is an added 
  bonus, and many a fledgling low-deck riot has been stopped 
  in its tracks by the sound of dozens of combat shotguns 
  chambering shells simultaneously.
  Movement: 3/6/9/18 
  Wounds: 10
  Armour: Light carapace armour (5 All) 
  Total TB: 3
  Skills: Athletics (S), Awareness (Per), Common Lore 
  (Imperium, Imperial Navy, War) (Int), Dodge (Ag), 
  Intimidate (S), Linguistics (Low Gothic, Imperial Codes) 
  (Int), Parry (WS).
  Talents: Disarm, Double Team, Nerves of Steel, Rapid 
  Reload, Takedown.
  Weapons: Combat shotgun (Basic; 30; S/3/–; 1d10+4 I; 
  Pen 0; Clip 18; Reload Full; Scatter) or shock maul (Melee; 
  1d10+3 I; Pen 0; Shocking) and boarding shield (Melee; 
  1d10+1 I; Pen 0; Defensive†).
  Gear: Uniform, 4 clips for shotgun, rebreather.
  †A boarding shield provides an additional 3 AP to the user’s Arm and 
  Body locations.
  Naval Armsman (Troop)
  35
  37
  35
  35
  35
  28
  35
  30
  25
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  imperiAL guArd LieutenAnt
  Though known by myriad titles amongst the diverse 
  regiments of the Imperial Guard, officers placed in 
  command of a company are most commonly called 
  lieutenants. While lieutenants in many regiments earn 
  their rank through display of leadership abilities and 
  tactical acumen, others, particularly in regiments from 
  feral worlds, are rated foremost on their strength and skill 
  of arms. Yet still others receive their position purely by 
  dint of noble birth. Lieutenants are usually accompanied 
  by a command squad of four troopers. These soldiers are 
  often selected from amongst the company’s veterans and 
  specialists, and might include medics, weapon specialists, 
  and Sanctioned Psykers. It is traditional among many 
  regiments for the company standard to be borne by a 
  member of the lieutenant’s squad. A promotion is seen as 
  something of a mixed blessing in many regiments, for in 
  addition to the burden of command which lieutenants 
  must shoulder, Commissars often choose to accompany 
  the command squad.
  Movement: 3/6/9/18 
  Wounds: 16
  Armour: Guard flak armour (4 All) 
  Total TB: 3
  Skills: Athletics (S), Awareness (Per), Command (Fel) 
  +10, Common Lore (Imperium, War) (Int), Dodge (Ag), 
  Linguistics (Low Gothic, Imperial Codes) (Int), Operate 
  (Ground) (Ag), Parry (WS), Scholastic Lore (Tactica 
  Imperialis) (Int), Stealth (Ag).
  Talents: Deadeye Shot, Nerves of Steel, Rapid Reload, 
  Sidearm, Takedown, Two-weapon Wielder (Melee, Ranged).
  Weapons: Bolt pistol (Pistol; 30m; S/2/–; 1d10+5 X; Pen 
  4; Clip 8; Reload Full; Tearing), chainsword (Melee; 1d10+5 
  R; Pen 2; Balanced, Tearing), combat knife (Melee; 1d5+3 R; 
  Pen 0), 4 frag grenades (Thrown; 9m; S/–/–; 2d10 X; Pen 0; 
  Clip 1; Reload –; Blast [3]).
  Gear: Imperial Guard uniform, 4 clips for bolt pistol, Imperial 
  Infantryman’s Uplifting Primer, standard regimental kit.
  Imperial Guard Lieutenant (Elite)
  38
  42
  35
  35
  32
  35
  38
  38
  40
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
   
  
  NPCs & Adversaries
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  tech-prieSt enginSeer
  Standing apart from the common soldiery, Tech-Priest 
  Enginseers are emissaries of the Cult Mechanicus, tasked 
  with ensuring that the Imperium’s war machines are shown 
  the proper respect and remain in working order. Though 
  most regiments include numerous Tech-Priests to see to 
  the care of vehicles and gear, not all have the proper 
  training and skill to accompany the Guardsmen into battle. 
  Enginseers often stand out from other Tech-Priests due to 
  the heavier armour and weaponry they sport. As priests of 
  the Machine God, Enginseers have access to powerful and 
  advanced equipment in order to fulfil their duty. The 
  mighty Omnissian Axe is a universally recognizable 
  symbol of the Enginseers, as it combines destructive power 
  with technical utility, making it perfectly suited for their 
  role as battlefield caretakers. These holy warriors take 
  their duty seriously, and stand ready to slay the enemies of 
  the Omnissiah or lay down their own lives in defence of 
  the mechanical charges in their care.
  Movement: 2/4/6/12 
  Wounds: 14
  Armour: Light carapace (5 All) 
  Total TB: 4
  Skills: Athletics (S), Awareness (Per), Common Lore (War) 
  (Int), Common Lore (Tech) (Int) +20, Forbidden Lore 
  (Adeptus Mechanicus) (Int), Linguistics (Low Gothic, Imperial 
  Codes, Techna-lingua) (Int), Operate (Ground) (Ag), Parry 
  (WS), Tech-Use (Int) +20.
  Talents: Combat Formation, Ferric Summons, Luminen 
  Shock, Mechadendrite Use (Utility, Weapon), Orthoproxy, 
  Technical Knock, Total Recall.
  Traits: Mechanicus Implants.
  Cybernetics: 
  Manipulator 
  Mechadendrite, 
  Utility 
  Mechadendrite, Ferric Lure Implants, Luminen Capacitors, 
  1d5+1 additional cybernetic limbs or implants.
  Weapons: Laspistol (Pistol; 30m; S/2/–; 1d10+2 E; Pen 
  0; Clip 30; Reload Full; Reliable), Omnissian Axe (Melee; 
  1d10+8 E; Pen 6; Power Field, Unbalanced).
  Gear: Tech-Priest robes, 4 reloads for laspistol, micro-bead, 
  sacred unguents, dataslate, combi-tool.
  Tech-Priest Enginseer (Elite)
  35
  35
  45
  45
  27
  45
  35
  40
  10
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
   
  
  NPCs & Adversaries
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  Movement: 3/6/9/18 
  Wounds: 10
  Armour: Void-hardened 
  Guard flak armour (4 All) 
  Total TB: 4
  Skills: Athletics (S), Awareness (Per), Common Lore (Imperial 
  Creed, Imperial Guard, Imperium, War) (Int), Dodge (Ag), 
  Linguistics (Low Gothic, Imperial Codes) (Int), Operate (Ground) 
  (Ag), Scholastic Lore (Tactica Imperialis) (Int), Tech-Use (Int).
  Talents: Nerves of Steel, Rapid Reload.
  Weapons: M36 lasgun (Basic; 100m; S/–/–; 1d10+3 E; Pen 0; 
  Clip 60; Reload Full; Reliable) or meltagun (Basic; 20m; S/–/–; 
  2d10+10 E; Pen 12; Clip 5; Reload Full; Melta), knife (Melee; 
  1d5+3 R; Pen 0), 2 frag grenades (Thrown; 9m; S/–/–; 2d10 X; 
  Pen 0; Clip 1; Reload –; Blast [3]), 2 photon flash grenades (9m; 
  S/–/–; Blast [10]), 2 smoke grenades (9m; S/–/–; Smoke [6]).
  Gear: Vostroyan Firstborn uniform, rebreather, micro-bead, 
  6 charge packs, 1kg demolition charge, Good Craftsmanship 
  void suit, drop harness, Imperial Infantryman’s Uplifting Primer.
  Void Specialist: Void Shrikes do not treat zero-gravity 
  environments as Difficult Terrain for determining movement. 
  Additionally, the Agility Test to stay on-target when making a 
  Charge or Run Action is Difficult (–10).
  1054TH VOSTROYAN 
  VOID SHRIKES
  The 1054th Vostroyan Void Shrikes are similar in overall 
  appearance to other Firstborn regiments, but certain 
  unique aspects of their gear identify the regiment’s unusual 
  specialisation. A typical Void Shrikes squad consists of one 
  sergeant and nine troopers, one of whom carries a meltagun. 
  Two additional troopers sometimes form a heavy weapons team 
  with a single heavy weapon, most commonly a missile launcher. 
  However, the inclusion of a heavy weapon is less common than 
  for many regiments, as the enclosed spaces and safety concerns 
  of void-craft combat outweigh the benefits much of the time. 
  Many Void Shrikes officers prefer for their squads to stay 
  mobile, relying on lighter special weapons for added firepower.
  void ShriKeS trooper 
  The troopers of the 1054th Vostroyan Void Shrikes are 
  perfectly suited for the mission to retake Lycurgos, but they are as 
  unprepared as any Imperial Guardsman to deal with the horror 
  of Chaos and the unnatural Daemon Engines brought into 
  being by Warpsmith Arkturian. Nevertheless, the Void Shrikes’ 
  familiarity with unusual gravity and void-station conditions 
  gives them a decided advantage in the battle for Lycurgos. Like all 
  Vostroyan regiments, the Void Shrikes are well-equipped thanks 
  to their home world’s manufacturing capabilities and ties to the 
  Adeptus Mechanicus. This alliance with the Tech-Priesthood is 
  reflected in the red uniforms worn by most Vostroyan regiments.
  Void Shrikes Trooper (Troop)
  35
  35
  35
  41
  35
  25
  31
  28
  25
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
   
  
  NPCs & Adversaries
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  void ShriKeS LieutenAnt
  The missions which the Void Shrikes must undertake are 
  dangerous, even by the standards of the Imperial Guard. To 
  command such operations requires training, experience, and 
  a degree of lateral thinking not widely encouraged by the 
  Departmento Munitorum. However, in an environment 
  where gravity and atmosphere could vanish at any moment, 
  it is not always possible to apply accepted stratagems and 
  tactics. There are differences of opinion and preference 
  amongst the Void Shrikes officers, exacerbated by the many 
  years which individual companies spend separated from the 
  rest of the regiment. While many Void Shrikes lieutenants 
  prefer to be on the front lines, some see it as an unnecessary 
  risk, preferring to command from a nearby vessel whenever 
  possible. Lieutenants of this sort frequently find themselves 
  in conflict with Navy officers who would prefer not to put 
  their vessels in harm’s way for the convenience of a lower-
  ranking Imperial Guard officer.
  Movement: 3/6/9/18 
  Wounds: 16
  Armour: Void-hardened 
  Guard flak armour (4 All) 
  Total TB: 4
  Skills: Athletics (S), Awareness (Per), Command (Fel) +10, 
  Common Lore (Imperial Creed, Imperial Guard, Imperium, 
  Spinward Front, War) (Int), Dodge (Ag), Linguistics (Low 
  Gothic, Imperial Codes) (Int), Operate (Ground) (Ag), Parry 
  (WS), Scholastic Lore (Tactica Imperialis) (Int), Tech-Use (Int).
  Talents: Deadeye Shot, Nerves of Steel, Rapid Reload, 
  Sidearm, Takedown, Two-Weapon Wielder (Melee, Ranged).
  Weapons: Bolt pistol (Pistol; 30m; S/2/–; 1d10+5 X; Pen 
  4; Clip 8; Reload Full; Tearing), chainsword (Melee; 1d10+5 
  R; Pen 2; Balanced, Tearing), combat knife (Melee; 1d5+3 
  R; Pen 0), 2 photon flash grenades (9m; S/–/–; Blast [10]),  
  2 smoke grenades (9m; S/–/–; Smoke [6]).
  Gear: Vostroyan Firstborn officer’s uniform, rebreather, 
  micro-bead, 4 bolt pistol clips, 1kg demolition charge, Good 
  Craftsmanship void suit, drop harness, Imperial Infantryman’s 
  Uplifting Primer.
  Void Specialist: Void Shrikes do not treat zero-gravity 
  environments as Difficult Terrain for determining movement. 
  Additionally, the Agility Test to stay on-target when making 
  a Charge or Run Action is Difficult (–10).
  Void Shrikes Lieutenant (Elite)
  40
  40
  35
  41
  35
  31
  36
  38
  40
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  void ShriKeS SergeAnt
  The sergeants of the Vostroyan 1054th are by-and-large 
  competent and resourceful leaders, having put their specialised 
  skills to the test on numerous assignments. Like many officers 
  throughout the Imperial Guard, Void Shrikes sergeants tend 
  to favour the combination of a chainsword and laspistol. This 
  pairing is particularly well-suited for the sorts of engagements 
  in which the Void Shrikes usually find themselves, where 
  fights are decided at close-quarters. As with their comrades 
  throughout the regiment, most sergeants of the Void Shrikes 
  do not shy away from unconventional tactics. Under ideal 
  circumstance, such decisions are usually made at a higher 
  level. However, in boarding actions and similar missions, it is 
  likely, even necessary, that squads become split off from the 
  main bulk of the fighting. The thick plasteel bulkheads of 
  Imperial ships or the unknown alloys of strange xenos 
  facilities can interfere with vox communications, forcing the 
  leaders of each squad to make important on-the-spot decisions 
  as the mission parameters change.
  Movement: 3/6/9/18 
  Wounds: 12
  Armour: Void-hardened 
  Guard flak armour (4 All) 
  Total TB: 4
  Skills: Athletics (S), Awareness (Per), Command (Fel), 
  Common Lore (Imperial Creed, Imperial Guard, Imperium, 
  Spinward Front, War) (Int), Dodge (Ag), Linguistics (Low 
  Gothic, Imperial Codes) (Int), Operate (Ground) (Ag), Parry 
  (WS), Scholastic Lore (Tactica Imperialis) (Int), Tech-Use (Int).
  Talents: Deadeye Shot, Nerves of Steel, Rapid Reload, 
  Takedown, Two-Weapon Wielder (Melee, Ranged).
  Weapons: Laspistol (Pistol; 30m; S/2/–; 1d10+2 E; Pen 0; 
  Clip 30; Reload Full; Reliable), chainsword (Melee; 1d10+5 
  R; Pen 2; Balanced, Tearing), combat knife (Melee; 1d5+3 
  R; Pen 0), 2 photon flash grenades (9m; S/–/–; Blast [10]),  
  2 smoke grenades (9m; S/–/–; Smoke [6]).
  Gear: Vostroyan Firstborn uniform, rebreather, micro-bead, 
  6 charge packs, 1kg demolition charge, Good Craftsmanship 
  void suit, drop harness, Imperial Infantryman’s Uplifting Primer.
  Void Specialist: Void Shrikes do not treat zero-gravity 
  environments as Difficult Terrain for determining movement. 
  Additionally, the Agility Test to stay on-target when making 
  a Charge or Run Action is Difficult (–10).
  Void Shrikes Sergeant (Elite)
  37
  37
  35
  41
  35
  27
  31
  33
  32
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
   
  
  NPCs & Adversaries
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  Movement: 3/6/9/18 
  Wounds: 11
  Armour: Void-hardened 
  Guard flak armour (4 All) 
  Total TB: 4
  Skills: Athletics (S), Awareness (Per), Common Lore (Imperial 
  Creed, Imperial Guard, Imperium, Spinward Front, War) (Int), 
  Dodge (Ag), Linguistics (Low Gothic, Imperial Codes) (Int), 
  Operate (Ground) (Ag), Parry (WS), Scholastic Lore (Tactica 
  Imperialis) (Int), Tech-Use (Int).
  Talents: Deadeye Shot, Nerves of Steel, Rapid Reload, 
  Two-Weapon Wielder (Melee, Ranged).
  Weapons: Shotgun (Basic; 30m; S/–/–; 1d10+4 I; Pen 
  0; Clip 8; Reload 2 Full; Scatter), combat knife (Melee; 
  1d5+3 R; Pen 0), laspistol (Pistol; 30m; S/2/–; 
  1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable), 
  2 photon flash grenades (9m; S/–/–; Blast [10]), 
  2 smoke grenades (9m; S/–/–; Smoke [6]).
  Gear: Vostroyan Firstborn uniform, rebreather, 
  micro-bead, 6 shotgun reloads, 1kg demolition 
  charge, Good Craftsmanship void suit, drop 
  harness, Imperial Infantryman’s Uplifting Primer.
  Void Specialist: Void Shrikes do not treat 
  zero-gravity environments as Difficult Terrain for 
  determining movement. Additionally, the Agility 
  Test to stay on-target when making a Charge or 
  Run Action is Difficult (–10).
  Void Shrikes Veteran (Troop)
  35
  37
  35
  41
  35
  26
  31
  28
  25
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  void ShriKeS veterAn
  Experienced Guardsmen of the 1054th Vostroyan consider 
  themselves something of an elite amongst an elite. Veterans of 
  numerous boarding actions, ship-to-ship combats, and zero-
  gravity battles, the Void Shrikes veterans are as suited for void 
  warfare as any Imperial Navy force. As with veterans of many 
  regiments, those of the Void Shrikes tend to acquire and utilise 
  non-standard equipment, some of it scavenged from the field 
  of battle. Shotguns are a favourite due to their utility aboard 
  voidcraft, as are a variety of low-velocity stub weapons.
   
  
  NPCs & Adversaries
  129
  IMPERIAL GUARD 
  AND IMPERIAL NAVY
  The Imperial Guard is the Imperium’s largest fighting force. 
  While the Imperial Guard fights for the Imperium on the 
  surfaces of a hundred thousand worlds, the Imperial Navy 
  is responsible for delivering them to those warzones. The 
  Imperial Navy is indispensable to the Imperial war effort, for 
  battles in the void can decide the fate of a star system before 
  a single boot touches the dirt of its worlds.
  cAptAin mordecAi horAtio
  Captain Horatio is a highly decorated flight commander 
  whose exceptional record is surpassed only by his hubris. 
  Though his confidence is understandable, Captain Horatio’s 
  attitude can sometimes ruffle the feathers of other officers, 
  particularly those not accustomed to dealing with hot-shot 
  fighter pilots. Having been born aboard a Navy vessel, 
  Mordecai has in fact never set foot on a planet’s surface, 
  and he both pities and disdains those who spend their lives 
  dirt-side. In truth, Mordecai only truly feels at home in the 
  cockpit of his Lightning fighter.
  Though he much prefers to do his fighting from 
  behind the controls of a fighter craft, Horatio trains 
  regularly to ensure that his marksmanship skills remain 
  up to his own high standards. He trusts in his skill as a 
  pilot, but should he ever be shot down or caught 
  unprepared in a boarding action, he aims to do whatever 
  damage he can with his sidearm. 
  Movement: 4/8/12/24 
  Wounds: 13
  Armour: Flak jacket and 
  flight helmet (2 Head, 3 
  Body, 3 Arms) 
  Total TB: 3
  Skills: Athletics (S), Awareness (Per), Command (Fel), 
  Common Lore (Imperium, Imperial Guard, Imperial Navy, 
  War) (Int), Dodge (Ag), Intimidate (S), Linguistics (Low 
  Gothic, Imperial Codes) (Int), Navigation (Stellar), Operate 
  (Aeronautica) (Ag) +20, Scholastic Lore (Tactica Imperialis).
  Talents: Deadeye Shot, Hotshot Pilot, Lightning Reflexes, 
  Mighty Shot, Nerves of Steel, Rapid Reaction.
  Traits: Touched by the Fates (1).
  Weapons: Laspistol (Pistol; 30m; S/2/–; 1d10+4 E; Pen 0; 
  Clip 30; Reload Full; Reliable), knife (Melee; 1d5+3 R; Pen 0).
  Gear: Void-sealed flight suit, 4 reloads for pistol, rebreather.
  Mordecai Horatio (Elite)
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  Dramatis 
  Personae
  “Though it may be in the hands of traitors, we must not forget that this 
  star fort is the rightful property of the Imperium. Its machine spirits 
  long for a return to the Imperial fold; we need but offer assistance.”
  –Company Commander Grigory Kulikov
  D
  uring the events of no Surrender, the Player 
  Characters interact with potentially hundreds or 
  more NPCs, from their squad-mates to the masses 
  of Severan Dominate troops arrayed against them. While 
  most of these NPCs can be treated as generic in nature for 
  gameplay purposes, there are a number of NPCs who are 
  central to the plot and the events of the adventure. These 
  NPCs might prove staunch allies, rivals, or deadly foes, 
  depending on the events of the adventure and the Player 
  Characters’ own actions and choices.
  Many of the NPCs in this section possess the Touched by 
  the Fates Trait—after all, they are important enough to be 
  included here. GMs should not feel the need to keep an NPC 
  alive just because they have Fate Points left, but rather allow 
  the NPC to burn Fate Points if necessary to survive until 
  their part has been played. Another key thing to remember 
  about NPCs with Touched by the Fates is that they can 
  spend Fate Points in the same ways the Player Characters 
  can. Thus, even an NPC destined to die as part of the plot 
  can spend Fate Points to remove Damage suffered or re-roll 
  attacks or Evasion Tests, making for a more dramatic and 
  exciting encounter. Used with care, Fate Points can enhance 
  and support the dramatic action of the game, by ensuring 
  dangerous foes survive to strike back, or that steadfast allies 
  meet their end when the time is right.
  As he is more monster than man, Warpsmith Arkturian is 
  included under Servants of Chaos on page 136.
   
  
  NPCs & Adversaries
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  Weapons: Inferno pistol (Pistol; 10m; S/–/–; 2d10+10 E; Pen 
  12; Clip 3; Reload Full; Melta), Best Craftsmanship chainsword 
  (Melee; 1d10+6 R; Pen 2; Balanced, Tearing), combat knife 
  (Melee; 1d5+3 R; Pen 0), 2 photon flash grenades (9m; S/–/–;  
  Blast [10]), 2 smoke grenades (9m; S/–/–; Smoke [6]).
  Gear: Refractor field, Vostroyan Firstborn officer’s uniform, 
  rebreather, micro-bead, 3 inferno pistol reloads, 1kg demolition 
  charge, Good Craftsmanship void suit, drop harness, Imperial 
  Infantryman’s Uplifting Primer.
  Void Specialist: Void Shrikes do not treat zero-gravity 
  environments as Difficult Terrain for determining movement. 
  Additionally, the Agility Test to stay on-target when making 
  a Charge or Run Action is Difficult (–10).
  enSign vioLettA JorgenS
  Violetta Jorgens is a dedicated, by-the-book officer, whose 
  youthful idealism means that she lacks the pragmatic edge 
  possessed by more experienced officers. Her extensive 
  readings of the Tactica Imperialis leave little room for 
  unconventional responses, but have prepared her well for 
  many situations. Coming from a long line of Navy officers, 
  Jorgens’ position is a great source of pride for her, and she 
  makes a conscious effort to always display the bearing and 
  confidence proper for an officer of the Imperial Navy. Jorgens 
  is always dedicated to the success of a mission, although her 
  pride can prove a liability in certain situations. As with many 
  Navy officers, Jorgens displays a sense of rivalry with her 
  counterparts in the Imperial Guard. Her commitment to the 
  mission, however, ensures that this exists only as a motivator, 
  and does not interfere with her duties or those of others.
  Movement: 3/6/9/18 
  Wounds: 14
  Armour: Flak jacket (3 Body, Arms) 
  Total TB: 3
  Skills: Athletics (S), Awareness (Per), Command (Fel) +10, 
  Common Lore (Imperium, Imperial Guard, Imperial Navy, 
  War) (Int), Dodge (Ag), Intimidate (S), Linguistics (Low Gothic, 
  Imperial Codes) (Int), Navigation (Stellar), Operate (Aeronautica, 
  Voidship) (Ag), Parry (WS), Scholastic Lore (Tactica Imperialis).
  Talents: Hip Shooting, Nerves of Steel, Rapid Reload, Swift 
  Attack, Two-Weapon Wielder (Melee, Ranged).
  Weapons: Naval pistol (Pistol; 20m; S/3/–; 1d10+4 I; Pen 
  0; Clip 6; Reload Full; Tearing), chainsword (Melee; 1d10+5 
  R; Pen 2; Balanced, Tearing), knife (Melee; 1d5+3 R; Pen 0).
  Gear: Officer’s uniform, 4 reloads for pistol, rebreather.
  Violetta Jorgens (Elite)
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  compAny commAnder 
  grigory KuLiKov
  As a veteran of numerous void-bound campaigns, Grigory 
  Kulikov was an obvious choice to command the Void Shrikes 
  forces in War Zone Epsilon. Standing barely over 1.6 metres, 
  Kulikov is not a tall man, and some of the officers under his 
  command quite tower over him during strategy meetings, 
  which he prefers to hold standing. The moustachioed 
  company commander’s presence looms large, though, and 
  his booming voice easily commands the attention of a room. 
  Company commander Kulikov is well respected by the men 
  under his command, and his subordinate officers recognize 
  the value of his experience. When dealing with commanders 
  of other regiments, the company commander is gracious and 
  respectful, but well aware of his area of expertise. On matters 
  of void warfare, he stands firm in his opposition to strategies 
  offered by inexperienced or ignorant voices.
  Kulikov’s heavy flak cloak is further bolstered by the suit 
  of ceramite plate armour beneath, offering an additional 
  degree of protection without the hindrance to mobility that 
  heavier Storm trooper carapace armour imposes. Kulikov’s 
  signature weapon is his inferno pistol, gifted by the Adeptus 
  Mechanicus in recognition of the Void Shrikes’ assistance in 
  reclaiming the Explorator vessel Conductor Primus from xenos 
  invaders. Able to carve through a plasteel bulkhead in a single 
  blast, Kulikov has used the weapon to great effect in 
  subsequent missions. The company commander believes his 
  place is alongside his men, giving him plenty of opportunities 
  to wield his weapons in the thick of combat.
  Movement: 3/6/9/18 
  Wounds: 19
  Armour: Void-hardened light 
  carapace armour (5 All) 
  Total TB: 4
  Skills: Athletics (S), Awareness (Per), Command (Fel) +20, 
  Common Lore (Imperial Creed, Imperial Guard, Imperium, 
  War) (Int), Dodge (Ag), Linguistics (Low Gothic, Imperial 
  Codes) (Int), Operate (Ground) (Ag), Parry (WS) +10, 
  Scholastic Lore (Tactica Imperialis) (Int) +10, Tech-Use (Int).
  Talents: Deadeye Shot, Hatred (Mutants), Nerves of Steel, 
  Rapid Reload, Sharpshooter, Sidearm, Two-Weapon Wielder 
  (Melee, Ranged).
  Traits: Touched by the Fates (2).
  Grigory Kulikov (Master)
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  Movement: 2/4/6/12 
  Wounds: 16
  Armour: None 
  Total TB: 4
  Skills: Athletics (S), Awareness (Per), Common Lore (War) 
  (Int), Common Lore (Tech) (Int) +20, Forbidden Lore 
  (Adeptus Mechanicus, Archeotech) (Int) +10, Linguistics 
  (Low Gothic, Imperial Codes, Techna-lingua) (Int), Operate 
  (Ground) (Ag), Parry (WS), Tech-Use (Int) +30.
  Talents: Binary Chatter, Ferric Summons, Luminen Shock, 
  Mechadendrite Use (Utility), Orthoproxy, Technical Knock, 
  Total Recall.
  Traits: Mechanicus Implants, Touched by the Fates (1).
  Cybernetics: Manipulator Mechadendrite, Utility Mechadendrite, 
  Ferric Lure Implants, Luminen Capacitors, Bionic Legs, Bionic 
  Right Arm, Bionic Eyes.
  Weapons: Laspistol (Pistol; 30m; S/2/–; 1d10+2 E; Pen 0; 
  Clip 30; Reload Full; Reliable).
  Gear: Tech-Priest robes, 2 reloads for laspistol, micro-bead, 
  sacred unguents, several dataslates, combi-tool.
  Enginseer Didactus (Elite)
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  enginSeer didActuS
  The venerable Tech-Priest has held the responsibility for 
  maintaining Lycurgos for centuries. Certainly, he was there long 
  before the Severan Dominate took control of the star fort, and 
  even the Enginseer himself likely does not know how long, at 
  least not without taking the time to access the relevant data. 
  Didactus has little flesh remaining, and that which does is 
  wizened and paper-thin. Most of the Enginseer’s organs and 
  limbs have been replaced with durable cybernetics that have 
  extended his life far beyond the span of his natural body. 
  Lycurgos is Didactus’s life, and he would die to defend it. Once 
  the Warpsmith has begun the irreversible corruption of the 
  star fort, Didactus realises that it is beyond saving, that the 
  only option is to consign its machine spirits to return to the 
  Omnissiah through the Machine Prayer of Auto Annihilation. 
  As he is the only one who understands the rite, Didactus holds 
  the fate of Lycurgos in his mechadendrites. Enginseer Didactus 
  understands that the Guardsmen wish to flee the dying star 
  fort once the rite is enacted, but he himself makes no effort 
  to do so. He would prefer to enter oblivion along with his 
  beloved star fort. If the Guardsmen have shown the proper 
  respect for the star fort and its machine spirits, Didactus is 
  likely willing to spend his own life in order to buy them 
  the time they need to flee the ravening Daemon Engines that 
  surround the Enginarium.
   
  
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  SuppLy oFFicer AdeLine gASpAr
  Supply Officer Gaspar is a dedicated soldier, if not always 
  optimistic in outlook. Years of bureaucratic hindrance and 
  ungrateful Guardsmen have soured her general demeanour, 
  though she remains proud to serve the Imperium. Unlike 
  some supply officers, Gaspar really does make the effort to 
  ensure soldiers have the gear they need, whenever possible. 
  However, she views it as each Guardsman’s responsibility 
  to be capable of operating any gear they are assigned, and 
  she provides limited assistance to soldiers unable to utilise 
  their kit correctly, nor does she hide the disdain she feels 
  in such situations. 
  Movement: 3/6/9/18 
  Wounds: 11
  Armour: Guard flak armour (4 All) 
  Total TB: 3
  Skills: Athletics (S), Awareness (Per), Command (Fel), 
  Commerce (Int), Common Lore (Imperium, Spinward Front, 
  War) (Int), Dodge (Ag), Linguistics (Low Gothic, Imperial 
  Codes) (Int), Operate (Ground) (Ag), Parry (WS), Scholastic 
  Lore (Tactica Imperialis) (Int), Stealth (Ag).
  Talents: Nerves of Steel, Rapid Reload, Takedown.
  Traits: Touched by the Fates (1).
  Weapons: Laspistol (Pistol; 30m; S/2/–; 1d10+2 E; Pen 0; 
  Clip 30; Reload Full; Reliable), combat knife (Melee; 1d5+3 
  R; Pen 0), 4 frag grenades (Thrown; 9m; S/–/–; 2d10 X; Pen 
  0; Clip 1; Reload –; Blast [3]).
  Gear: Imperial Guard uniform, 4 clips for laspistol, Imperial 
  Infantryman’s Uplifting Primer, standard regimental kit, 
  numerous requisition forms and supply logs.
  Adeline Gaspar (Elite)
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  LieutenAnt SAvA niKiShin
  A very capable and experienced officer, Lieutenant Nikishin 
  favours the unconventional tactics for which the Void 
  Shrikes are known. He draws from his familiarity with the 
  Tactica Imperialis in order to predict enemy actions, and as a 
  basis for his own decisions. However, he generally views the 
  dictates of the Tactica Imperialis as a starting point, and tries 
  to preserve the core of its teachings while utilising the 
  unique abilities of the Void Shrikes. Nikishin views the men 
  under his command both as individuals and as a valuable 
  resource, and he avoids any strategy that embraces excessive 
  casualties. His strategies generally involve ensuring 
  battlefield conditions that play to the Void Shrikes’ strengths 
  and avoid a straight-up fire fight, which he sees as a waste 
  of the Void Shrikes’ abilities.
  Movement: 3/6/9/18 
  Wounds: 17
  Armour: Void-hardened 
  Guard flak armour (4 All) 
  Total TB: 4
  Skills: Athletics (S), Awareness (Per), Command (Fel) +10, 
  Common Lore (Imperial Creed, Imperial Guard, Imperium, 
  Spinward Front, War) (Int), Dodge (Ag), Linguistics (Low 
  Gothic, Imperial Codes) (Int), Operate (Ground) (Ag), Parry 
  (WS), Scholastic Lore (Tactica Imperialis) (Int), Tech-Use (Int).
  Talents: Deadeye Shot, Hatred (Mutants), Iron Jaw, Nerves 
  of Steel, Rapid Reload, Sidearm, Swift Attack, Two-Weapon 
  Wielder (Melee, Ranged).
  Traits: Touched by the Fates (2).
  Weapons: Plasma pistol (Pistol; 30m; S/2/–; 1d10+6 E; 
  Pen 6; Clip 10; Reload 3 Full; Maximal, Overheat), Good 
  Craftsmanship chainsword (Melee; 1d10+5 R; Pen 2; 
  Balanced, Tearing), combat knife (Melee; 1d5+3 R; Pen 0), 
  2 photon flash grenades (9m; S/–/–; Blast [10]), 2 smoke 
  grenades (9m; S/–/–; Smoke [6]).
  Gear: Vostroyan Firstborn officer’s uniform, rebreather, 
  micro-bead, 4 bolt pistol clips, 1kg demolition charge, 
  Good Craftsmanship void suit, drop harness, Imperial 
  Infantryman’s Uplifting Primer.
  Void Specialist: Void Shrikes do not treat zero-gravity 
  environments as Difficult Terrain for determining movement. 
  Additionally, the Agility Test to stay on-target when making 
  a Charge or Run Action is Difficult (–10).
  Sava Nikishin (Elite)
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  generAL Frederique conStAntine
  As a noble of the hive world of Asterion, Frederique Constantine 
  was born for greatness. Asterion is one of the most developed 
  worlds of the Periphery, and the noble families of the world view 
  themselves as the most civilised personages in the region. Coming 
  from such a distinguished background, Constantine was no 
  stranger to the court of Duke Severus the Thirteenth, and, indeed, 
  the two men could almost be considered friends. Being the first 
  son of his own house, Frederique was appointed a traditional 
  officer’s position in the Army of the Asterion Protectorate, in 
  which he excelled. Thus, Frederique unknowingly earned for 
  himself a position of authority in the armies of the Severan 
  Dominate long before the Duke revealed his treachery.
  General Constantine views the forces under his command 
  as a machine, consisting of numerous interdependent 
  components that must work in harmony if the whole is to 
  operate at is full efficiency. Despite this philosophical outlook, 
  Constantine does recognize the men and women under his 
  command as individuals. He despises needless loss of life, 
  and not only because it means a loss of resources. In fact, it 
  is Constantine’s concern for the people of Asterion and the 
  other worlds of the Periphery that is his driving motivation. 
  Yet, as the conflict drags on and he sees the ruthlessness with 
  which the Imperium feeds its armies into the meat grinder of 
  war, Constantine’s belief in the Duke’s creed has grown.
  The general strikes an imposing figure in his gleaming 
  armour and fur-lined cloak, which is identifiable as one of the 
  felid beasts that once stalked the equatorial jungles of his 
  home world. These creatures have been extinct for centuries, 
  and to wear such a pelt is a sign of wealth and power. 
  Movement: 3/6/9/18 
  Wounds: 22
  Armour: Light carapace with 
  carapace cuirass (5 Head, 6 
  Body, 5 Arms, 5 Legs) 
  Total TB: 4
  Skills: Athletics (S), Awareness (Per), Command (Fel) +10, 
  Common Lore (Imperium, Severan Dominate, Spinward Front, 
  War) (Int) +10, Dodge (Ag), Linguistics (Low Gothic, Severan 
  Dominate Codes) (Int), Operate (Ground) (Ag), Parry (WS) +10, 
  Scholastic Lore (Tactica Imperialis) (Int) +10, Stealth (Ag).
  Talents: Die Hard, Lightning Attack, Nerves of Steel, Rapid 
  Reload, Sidearm, Swift Attack, True Grit, Two-Weapon 
  Wielder (Melee, Ranged).
  Traits: Touched by the Fates (3).
  Weapons: Plasma pistol (Pistol; 30m; S/2/–; 1d10+6 E; Pen 
  6; Clip 10; Reload 3 Full; Maximal, Overheat), power sword 
  (Melee; 1d10+8 E; Pen 5; Balanced, Power Field), combat 
  knife (Melee; 1d5+3 R; Pen 0), 2 frag grenades (Thrown; 
  9m; S/–/–; 2d10 X; Pen 0; Clip 1; Reload –; Blast [3]).
  Gear: Refractor field, embellished Severan Dominate 
  officer’s uniform with fur-lined flak cloak, 3 reloads 
  for plasma pistol, micro-bead, rebreather.
  Frederique Constantine (Master)
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  SEVERAN DOMINATE 
  In the course of no Surrender, the Player Characters come 
  face-to-face with the leaders of the Severan Dominate forces 
  aboard Lycurgos. Once the true threat of the Archenemy of 
  Mankind becomes apparent, the Guardsmen must make a 
  temporary truce with these traitors if they hope to stop the 
  Warpsmith’s foul plans.
  LieutenAnt rodericK KrAig
  As is the case for many officers of the Severan Dominate, 
  Roderick Kraig found himself reassigned from his homeworld 
  when it embraced the secessionist cause. And, like many others, 
  he has since followed orders dutifully, regardless of his personal 
  misgivings. Despite internal turmoil over his conflicted loyalties 
  to the Severan Dominate and the Imperium, Kraig holds to his 
  own personal principles. He sees himself as holding ultimate 
  responsibility for the lives of those under his command. While 
  this means keeping them alive when possible, Kraig also views 
  himself as entitled to sacrifice their lives when necessary.
  Movement: 4/8/12/24 
  Wounds: 18
  Armour: Flak armour (4 All) 
  Total TB: 4
  Skills: Athletics (S), Awareness (Per), Command (Fel) +10, 
  Common Lore (Imperium, Severan Dominate, War) (Int), 
  Dodge (Ag), Linguistics (Low Gothic, Severan Dominate 
  Codes) (Int), Operate (Ground) (Ag), Parry (WS), Scholastic 
  Lore (Tactica Imperialis) (Int), Stealth (Ag).
  Talents: Deadeye Shot, Nerves of Steel, Rapid Reload, 
  Sidearm, Takedown, Two-Weapon Wielder (Melee, Ranged).
  Weapons: Naval pistol (Pistol; 20m; S/3/–; 1d10+4 I; Pen 
  0; Clip 6; Reload Full; Tearing), chainsword (Melee; 1d10+5 
  R; Pen 2; Balanced, Tearing), combat knife (Melee; 1d5+3 R; 
  Pen 0), 2 frag grenades (Thrown; 9m; S/–/–; 2d10 X; Pen 0; 
  Clip 1; Reload –; Blast [3]).
  Gear: Severan Dominate officer’s uniform, 4 clips for naval 
  pistol, micro-bead, rebreather, Severan Soldier’s Guide to Battle.
  Roderick Kraig (Elite)
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  SentineL poWerLiFter
  Though typically used in a scouting or mobile heavy 
  weapon support role, some Sentinel variants are designed 
  for non-front line use. The Sentinel Powerlifter has no 
  actual weaponry, but in its place a large and powerful lifting 
  arm, used primarily for moving crates of ammunition, tank 
  shells, and other heavy materiel. A single operator with a 
  Sentinel Powerlifter can do the work of twenty men or ten 
  servitors. Almost uniquely amongst Imperial Guard vehicles, 
  Sentinel Powerlifters are sometimes possessed by the 
  Imperial Navy, which uses them for loading and unloading 
  of shuttles, or hauling heavy supplies about a vessel to assist 
  with maintenance.
  Though it is not intended for combat, the Sentinel’s servo-
  lifter arm is immensely strong. Its grip capable of pulping 
  a man or xenos beast with ease, and is even able to crush 
  the armour of another light vehicle. In desperate situations, 
  a Sentinel Powerlifter can be turned to battle with fairly 
  effective results.
  Type: Walker  
  Tactical Speed: 10m
  Cruising Speed: 45kph  
  Manoeuvrability: +10
  Structural Integrity: 20 
  Size: Enormous
  Armour: Front 25, Sides 15, Rear 15
  Vehicle Traits: Enhanced Motive Systems, Open-Topped, Walker.
  Crew: 1 Driver
  Carrying Capacity: None
  Weapons: Servo-lifter (Melee; 2d10+16 I; Pen 4; Unwieldy).
  Special Rules: The servo-lifter arm is not intended as a 
  weapon, and all attacks made with it suffer a –10 penalty. 
  The driver of a Sentinel Powerlifter may attempt to Grapple 
  an opponent using the servo-lifter arm. If he succeeds, the 
  target does not immediately suffer any Damage. However, if 
  he does not escape before the Sentinel Powerlifter’s next turn, 
  he counts as a Helpless Target and is automatically hit by the 
  servo-lifter arm for double Damage. For purposes of Opposed 
  Tests for Grappling, treat the Sentinel Powerlifter as having a 
  Strength of 70 and the Unnatural Strength (4) Trait.
  Imperial and 
  Severan Dominate 
  Vehicles
  “Fighting on a star fort isn’t really that different from fighting on 
  land. But don’t try telling that to the earthshaker crew.”
  –Sergeant Kollern, Mortressan 42nd
  T
  anks are synonymous with the fighting forces of the 
  Imperial Guard. Contrary to what some might assume, 
  tanks and other vehicles are just as important to the battle 
  aboard Lycurgos as any ground war. The star fort includes many 
  massive corridors and chambers that readily accommodate 
  even super-heavy battle tanks. Though many of the tactics 
  which tank commanders employ during traditional city-
  fighting missions are applicable to the battle aboard Lycurgos, it 
  does involve unique concerns. Combat vehicles sport powerful 
  weaponry, which can damage important technological systems, 
  and in some cases potentially breach the hull. Additionally, the 
  massive amounts of smoke resulting from extensive vehicle 
  combat can overwhelm ventilation systems and life sustainers, 
  to the misfortune of the surrounding infantry. A discharge of 
  a Hellhound’s inferno cannon can even scorch the lungs of 
  infantry hundreds of metres away and past bulkheads due to 
  the vagaries of ventilation.
  deviL dog
  This rare variant of the Hellhound flame tank boasts a 
  powerful melta cannon, an immensely destructive weapon 
  capable of turning a battle tank to slag or breaching the 
  mightiest fortress walls with a single shot. On board Lycurgos, 
  a Devil Dog can easily blast its way through bulkheads and 
  interior walls, granting a powerful advantage within the 
  confines of the star fort. However, employing a Devil Dog 
  is dangerous, too; a misplaced blast from the melta cannon 
  could knock out power or life support to an area, or worse.
  Type: Tracked Vehicle  
  Tactical Speed: 18m
  Cruising Speed: 70kph  
  Manoeuvrability: +10
  Structural Integrity: 30 
  Size: Massive
  Armour: Front 30, Sides 28, Rear 18
  Vehicle Traits: Enclosed, Enhanced Motive Systems, 
  Reinforced Armour, Tracked Vehicle.
  Crew: 1 Commander (main gun), 1 Driver,  
  1 Gunner (Hull weapon).
  Carrying Capacity: None.
  Weapons: Turret-mounted melta cannon (75m; S/–/–; 
  2d10+18 E; Pen 12; Clip 20; Reload 2 Full; Blast [6], 
  Melta), hull-mounted multi-melta (Front facing; 60m; S/–/–
  ; 2d10+16 E; Pen 12; Clip 12; Reload Full; Blast [1], Melta 
  ) or heavy flamer (Front facing; 30m; S/–/–; 1d10+5 E; 
  Pen 4; Clip 20; Reload 2 Full; Flame, Spray). A Devil 
  Dog can also feature a pintle-mounted heavy stubber 
  (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 
  2 Full) or storm bolter (90m; S/2/4; 1d10+5 X; 
  Pen 4; Clip 60; Reload Full; Storm, Tearing.
   
  
  NPCs & Adversaries
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  Type: Tracked Vehicle  
  Tactical Speed: 9m
  Cruising Speed: 30kph  
  Manoeuvrability: –30
  Structural Integrity: 120 
  Size: Monumental
  Armour: Front 45, Sides 38, Rear 30
  Vehicle Traits: Command and Control, Damage Control, 
  Enclosed, Ponderous, Reinforced Armour, Super-Heavy, 
  Tracked Vehicle.
  Crew: 1 Commander (Raised superstructure), 1 Driver, 5 
  Gunners (Vulcan mega-bolter/hull heavy bolter/both sponsons).
  Carrying Capacity: 40
  Weapons: Hull-mounted Vulcan mega-bolter (Front facing; 
  500m; –/–/20; 3d10+5 X; Pen 6; Clip 3,000; Storm, 
  Tearing), Hull-mounted twin-linked heavy bolters (Front 
  facing; 150m; –/–/6; 1d10+8 X; Pen 5; Clip 200; Reload 
  Full; Tearing, Twin-Linked), 2 turret-mounted lascannons 
  (300m; S/–/–; 5d10+10 E; Pen 10; Clip 80; Reload 2 Full; 
  Proven [3]), left and right sponson-mounted twin-linked 
  heavy flamers (Front/Side facing; 30m; S/–/–; 1d10+5 E; 
  Pen 4; Clip 80; Reload 2 Full; Flame, Spray, Twin-Linked), 
  left and right passenger-fired heavy stubbers (Side facing; 
  100m; –/–/8; 1d10+4 I; Pen 3; Clip 200; Reload 2 Full). 
  A Stormlord can also feature a pintle-mounted heavy stubber 
  (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full) 
  or storm bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; 
  Reload Full; Storm, Tearing.
  More Power!: By diverting power from its advanced 
  engines, the Stormlord can overtax its Vulcan mega-bolter, 
  temporarily increasing its rate of fire. During a Turn which 
  the Stormlord does not move, the driver may expend a Full 
  Action to redirect power, requiring an Ordinary (+10) 
  Tech-Use Test. If he succeeds, for one Round the Vulcan 
  mega-bolter’inflicts an additional two hits for every Degree 
  of Success (so, including its Storm Quality every Degree of 
  Success inflicts a total of four hits.
  Fighting Platform: The fighting platform located directly 
  above the Stormlord’s troop bay is directly accessible by 
  passengers, with room for up to twenty individuals to 
  effectively fire without obstruction. Soldiers on the fighting 
  platform benefit from 30 AP of cover on the Body and Leg 
  locations. Two passengers on the fighting platform can 
  operate the heavy stubbers. 
  StormLord
  A rare super-heavy tank, the Stormlord is notable for its 
  unique weapons configuration as well as its transport ability. 
  Though only bold or extremely unwise commanders are 
  willing to risk a legendary super-heavy tank in a frontal 
  charge, there are few more reliable ways to deliver an 
  entire medium-size platoon to its destination. Safe behind 
  the tank’s thick armour, passengers can also access a firing 
  platform from which they can man the two mounted heavy 
  stubbers or fire their own weapons, providing a formidable 
  defence from any enemy infantry attempting to assault the 
  Stormlord. Meanwhile, the Stormlord’s Vulcan mega-bolter 
  lays down a withering hail of fire, mowing down even the 
  most heavily armoured infantry with contemptuous ease 
  and shredding light vehicles in the barrage of extra-large-
  calibre mass-reactive shells.
  A vehicle of such sophistication and rarity is not a 
  common sight amongst the Severan Dominate forces. 
  However, amongst the many advantages gained by 
  possession of star fort Lycurgos is the manufacturing 
  capacity for these god-like tanks. The process is time 
  consuming, labour-intensive, and requires an inordinate 
  amount of resources, therefore limiting the number of tanks 
  the Severan Dominate can produce. Nonetheless, that they 
  have produced even a single Stormlord is cause for grave 
  concern, and that there might be further of these super-
  heavies already en route to the warzones of the Spinward 
  Front is a serious concern for the Imperium. Depriving the 
  Severan Dominate of the capability to construct further 
  Stormlords is one more reason that the Imperial Guard 
  must deny them the star fort. Conversely, the addition of 
  another facility capable of create these impressive tanks 
  is yet another reason the Imperium must reclaim the star 
  fort intact.
   
  
  NPCs & Adversaries
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  Movement: 6/12/18/36 
  Wounds: 55
  Armour: Power armour and 
  Machine Trait (11 Head, 13 
  Body, 11 Arms, 11 Legs)  
  Total TB: 11
  Skills: Athletics (S) +20, Awareness (Per) +10, Command 
  (Fel) +20, Common Lore (Tech) (Int) +30, Common Lore 
  (Imperium, War) (Int) +20, Deceive (Fel), Dodge (Ag) +20, 
  Forbidden Lore (Adeptus Mechanicus, Daemonology, Traitor 
  Legions, the Warp) (Int) +20, Forbidden Lore (Archeotech, 
  Heresy, Mutants) (Int) +10, Interrogation (WP) +20, 
  Intimidate (S) +20, Linguistics (Low Gothic, High Gothic, 
  Techna-lingua, Unholy Tongue) (Int), Operate (Aeronautica, 
  Ground) (Ag) +10, Parry (WS) +10, Scholastic Lore (Legend, 
  Occult, Tactica Imperialis) (Int) +20, Scrutiny (Per), Stealth 
  (Ag), Tech-Use (Int) +30.
  Talents: Ambidextrous, Bulging Biceps, Cold Hearted, 
  Combat Master, Die Hard, Disturbing Voice, Fearless, Hatred 
  (Adeptus Mechanicus, Loyalist Space Marines), Heightened 
  Senses (Hearing, Sight, Smell, Taste, Touch), Iron Discipline, 
  Killing Strike, Lightning Attack, Master Enginseer, Never 
  Die, Quick Draw, Rapid Reload, Two-Weapon Wielder 
  (Melee, Ranged), Swift Attack, True Grit, Weapon-Tech.
  Traits: Dark Sight, Fear (3), Machine (3), Multiple Arms (6), 
  Size (Hulking), Touched by the Fates (3), Unnatural Strength 
  (5), Unnatural Toughness (5).
  Weapons: Legion power axe (Melee; 1d10+18 E; Pen 7; 
  Power Field, Unbalanced), Legion bolt pistol (Pistol; 30m; 
  S/2/–; 1d10+9 X; Pen 4; Clip 8; Reload Full; Tearing), 
  mechatendril blades and claws (Melee; 1d10+8 R; Pen 3; 
  Flexible, Tearing), mechatendril meltagun (Basic; 20m; S/–/–;  
  2d10+13 E; Pen 12; Clip –; Reload –; Melta), mechatendril 
  flamer (Basic; 20m; S/–/–; 1d10+9 E; Pen 4; Clip –; Reload 
  –; Flame, Spray).
  Gear: 2 bolt pistol reloads, corrupted combi-tools, profane 
  tech-talismans.
  Mechatendrils: Mechatendrils are a hideous counterpart 
  to the mechadendrites used by Tech-Priests of the Adeptus 
  Mechanicus. Warpsmith Arkturian’s mechatendrils duplicate 
  the effects of Utility and Manipulator Mechadendrites. 
  Additionally, they incorporate both a meltagun and flamer. 
  Arkturian can fire either of these weapons as normal and 
  may use a Reaction to make a Standard Attack with either. 
  Each mechatendril weapon can be fired only once per Round. 
  These weapons draw their power and ammunition from the 
  infernal energies of the Warpsmith’s own machine-flesh, 
  and thus do not run out of ammo. Arkturian’s mechatendrils 
  are so thoroughly grafted to him that they are in effect 
  extensions of his own body; though the exact number of 
  waving, serpentine tendrils is difficult to pinpoint and seems 
  to change periodically, they grant him the Multiple Arms (6) 
  Trait for game purposes (included above).
  Servants of 
  Chaos
  “The Machine-God is dead. Long live the Machine-God.”
  –Warpsmith Arkturian, via station-wide vox broadcast
  S
  laves to Darkness all, the servants of the Chaos Gods 
  are the ultimate traitors, aligning themselves with 
  the Archenemy of Mankind. Supporting the mortal 
  disciples of Chaos are the Daemons of the Warp themselves, 
  embodiments of the gods’ will. At the command of the foul 
  Warpsmith Arkturian, Daemons are bound within the metal 
  hulls of artificial beasts, and reborn as awesomely powerful 
  Daemon Engines.
  WArpSmith ArKturiAn
  A Chaos Space Marine of the Praetors of Ruin warband, 
  Warpsmith Arkturian is a master of the dark arts of 
  technomancy and daemongineering. An affront to everything 
  the Adeptus Mechanicus holds sacred, the Warpsmith holds 
  no reverence for the machine spirits which he employs. Like 
  a Chaos warlord who forces his servants to submit under 
  the lash, Arkturian tortures and twists the souls of weapons, 
  vehicles, and any other machine at his mercy to his desired 
  ends. No device is sacred, no machine beyond his contempt. 
  Like many Warpsmiths, Arkturian’s greatest work is his never-
  ending pursuit of the unholy union of flesh, machine, and 
  Daemon. Each Daemon Engine is a unique perversion of 
  science and sorcery.
  The Warpsmith’s twisted genius lies far beyond mere sanity, 
  and his thought-processes, both synthetic and biological, are 
  driven by the un-logic of Chaos. His hatred for the Imperium 
  that created him lies behind many of his actions; after all, 
  his creations are exclusively designed for war. However, he 
  sometimes acts based on pure curiosity, for he is not hampered 
  by the restrictions of the Cult Mechanicus.
  Arkturian is a deadly foe. He is as powerful and as skilful 
  in battle as any Chaos Space Marine, but his gene-engineered 
  implants have been further enhanced by cybernetics. Infused 
  with the power of the Warp, it is impossible to tell where his 
  flesh ends and the machine begins, if any such distinction can 
  be meaningfully said to exist at all. The Warpsmith’s 
  mechatendrils grant great utility in his dark feats of 
  construction, but are also specifically designed with battle in 
  mind. With them, he can easily combat numerous foes 
  simultaneously. Like all Space Marines, war is in Arkturian’s 
  blood. Nonetheless, he is almost always content to stand aside 
  and watch as his creations butcher his foes.
  Warpsmith Arkturian (Master)
  12
  11
  55
  65
  55
  65
  51
  70
  55
  65
  45
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
   
  
  NPCs & Adversaries
  137
  Movement: 3/6/9/18 
  Wounds: 10
  Armour: Improvised armour (2 All). 
  Total TB: 3
  Skills: Athletics (S), Awareness (Per), Common Lore 
  (Imperium) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), 
  Operate (Ground) (Ag), Stealth (Ag).
  Talents: Hatred (Imperial Guard).
  Weapons: Autogun (Basic; 100m; S/3/10; 1d10+3 I; Pen 
  0; Clip 30; Reload Full) or shotgun (Basic; 30m; S/–/–; 
  1d10+4 I; Pen 0; Clip 8; Reload 2 Full; Scatter) or 
  autopistol (Pistol; 30m; S/–/6; 1d10+2 I; Pen 
  0; Clip 18; Reload Full), makeshift flail (Melee; 
  1d10+3 I; Pen 0; Flexible, Inaccurate, Unwieldy) 
  or knife (Melee; 1d5+3 R; Pen 0).
  Gear: Tattered clothing, profane trinkets, 
  rebreather, 2 reloads for weapon.
  Chaos Cultist (Troop)
  25
  25
  32
  33
  32
  25
  31
  26
  20
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  chAoS cuLtiSt
  Thousands upon thousands of workers and other civilian 
  personnel served aboard Lycurgos, performing manual 
  tasks, harvesting the star fort’s agri-domes, and performing 
  innumerable functions to keep the star fort operating and 
  the Severan Dominate soldiers equipped and fed. Just as the 
  soldiers have, many of these civilians have fallen to the twisted 
  creed of Warpsmith Arkturian. Their minds shattered and souls 
  shackled, these converts, both willing and unwilling, now serve 
  the forces of Chaos. Far worse than any secessionist cause, 
  these individuals have forsworn the human race and declared 
  their allegiance to the Archenemy of Mankind.
  What these cultists lack in military training, they make up 
  for in devotion and savagery. In a comparably short span of 
  time, these men have been utterly consumed by the ravages 
  of Chaos. Physical mutations are visible on many, and even 
  those whose flesh has not succumb are so broken in mind 
  that they mutilate and scar their own flesh with profane 
  symbols of their newfound allegiance. Clothes are 
  tattered and slick with blood and offal, and 
  their makeshift armour is emblazoned 
  with foul sigils and adorned with 
  grisly talismans. The cultists carry 
  whatever weapons they can 
  steal or scavenge. Perhaps in 
  imitation of their master, 
  Warpsmith Arkturian, 
  many cultists have 
  cobbled 
  together 
  makeshift weapons 
  from 
  stray 
  tech 
  and machine parts, 
  such as flails made 
  from 
  lengths 
  of 
  metal cables ending 
  with cogs or other  
  heavy weights.
   
  
  NPCs & Adversaries
  138
  narrow confines. Murder servitors are brutally efficient 
  against pirates or mutineers, whereas gun servitors sport 
  heavy weaponry ill-suited to space combat. Murder servitors 
  could be very effective in other environments, from death 
  world jungles to teeming hive cities. However, as massive as 
  Imperial starships are, they are still contained environments. 
  Murder servitors have been known to devolve or 
  malfunction, locking into a kill-imperative and ignoring 
  further commands to cease. If not contained, such deviant 
  servitors could even escape and go on to cause further 
  slaughter amongst the population.
  Movement: 3/6/9/18 
  Wounds: 12
  Armour: Machine (4 All). 
  Total TB: 4
  Skills: Athletics (S), Awareness (Per), Dodge (Ag), Stealth (Ag).
  Talents: Ambidextrous, Swift Attack, Two-Weapon 
  Wielder (Melee).
  Traits: 
  Dark 
  Vision, 
  Machine 
  (4), 
  Sturdy,  
  Unnatural Strength (2).
  Weapons: Vicious blades (Melee; 1d10+7 R; Pen 2).
  Gear: Internal micro-bead.
  Murder Servitor (Troop)
  7
  40
  15
  55
  45
  37
  15
  39
  35
  05
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  murder Servitor
  The lobotomised cyborgs known as servitors fulfil innumerable 
  functions within the Imperium, and often outnumber sentient 
  humans amongst the domains of the Adeptus Mechanicus. 
  While most servitors are slow and methodical in whatever 
  routine task they exist to perform, the aptly named murder 
  servitors are a breed apart. Their circuit-laced brains inlaid 
  with numerous kill-routines and slaughter-protocols, murder 
  servitors are literal killing machines—all the viciousness of 
  the human brain combined with the ruthless efficiency and 
  durability of cold steel.
  Murder servitors are almost exclusively utilised aboard 
  spacecraft and orbital stations for a number of reasons. 
  Boarding actions and similar battles are often decided in 
  brutal melee combat. As deadly as these battles are when 
  Imperial forces clash with traitors, ordinary humans are 
  simply no match in these situations for many xenos. Orks, 
  Genestealers, Eldar Corsairs, and other aliens are a major 
  concern in many areas of 
  space. 
  Armsmen, 
  no 
  matter 
  how 
  well-
  equipped and trained, 
  can little hope to 
  stand against such 
  horrors within 
   
  
  NPCs & Adversaries
  139
  ammunition, of a larger calibre or impossible Warp-made 
  alloy. Perhaps most disturbing of all is the thought that these 
  mechanical monsters may never stop growing, so long as they 
  continue to survive the conflicts for which they were forged.
  heLdrAKe 
  Nightmarish visions that blend technology, flesh, and Man’s 
  most primordial fears, Heldrakes are a terrifying fusion of 
  aircraft and Daemon. These monsters sail through the skies 
  on blade-studded wings, trailing black plumes of toxic 
  exhaust. Their limbs end in vicious bladed claws, but these 
  are as nothing compared to the fearsome weaponry that juts 
  from a Heldrake’s maw. Chaos is nothing if not unpredictable, 
  but the armaments favoured by most Warpsmiths are either a 
  multibarrelled high-power Hades cannon, or the soul-searing 
  baleflamer, which ignites Heldrakes’ foes with their own 
  burning Daemonic hatred.
  While the other Daemon Engines under Arkturian’s 
  command were assembled from a wide variety of components, 
  each Heldrake began its hideous existence as a fighter craft. 
  Usually, the birth of a Heldrake is a gradual process, as a 
  Chaos fighter and its pilot spend ever more time exposed to 
  the Warp. Aboard Lycurgos, the Warpsmith has invoked dread 
  rituals to hasten the dark evolution of these winged machine-
  beasts. As throughout the secessionist forces, a number of 
  fighter pilots fell under the Chaos Space Marine’s sway. 
  These deluded fools willingly embraced the unholy union 
  with their craft. In other cases, unwilling pilots were chained 
  in their cockpits, screaming in vain as fleshy tendrils sprouted 
  from the former fighter to envelop them.
  Heldrakes are cunning predators, using their mobility 
  to its fullest. Against powerful and resilient foes, Heldrakes 
  utilise rapid hit-and-run strikes, wearing them down 
  before moving in for the kill. Against massed infantry, 
  Heldrakes derive a murderous pleasure from inflicting the 
  greatest casualties they can in a short time, incinerating 
  entire platoons in a single fiery breath, or mowing ranks 
  down in a strafing run. If any foes manage to survive, 
  Heldrakes swoop in to tear them to bloody chunks 
  with it vicious plasteel and bone talons.
  DAEMON ENGINES
  Amongst the many terrifying forces of Chaos, the lines 
  between living and unliving, mortal and immortal, flesh 
  and steel, are often blurred. This paradox is writ large in the 
  Daemon Engines, impossible fusions of metal and Warp-
  spawned Daemon flesh. Birthed from hellish Daemon world 
  forges, Daemon Engines are the signature example of the 
  twisted genius and ritual technomancy of the Warpsmiths. 
  Combining the durability of plasteel and adamantium with 
  the ferocity and otherworldly power of a Daemon, Daemon 
  Engines are amongst the most horrific foes a Guardsman 
  could ever face. The presence of a single one of these nigh-
  indestructible war machines can completely dominate a 
  battlefield, tearing or blasting men asunder as its steely flesh 
  re-knits wounds from even the fiercest anti-tank weapons.
  Daemon Engines are seen all too often in the forces 
  of Chaos Space Marines; of course, knowledge of these 
  unholy behemoths is carefully controlled by the Imperium, 
  as is all information regarding the Archenemy of Mankind 
  and its forces. Daemon Engines are usually constructed in 
  unthinkable hell-forges located within the Eye of Terror. 
  However, Daemon Engines are, in a way, not so restricted 
  in their manners of construction as are ordinary vehicles. 
  Warpsmith Arkturian is a master of adapting the materials 
  at hand. With the aid of numerous servitors and cultists 
  sworn to his cause, he has constructed the armoured shells 
  for his Daemon Engines from components stripped from 
  vehicles and even from the star fort itself. In blasphemous 
  rituals, the Warpsmith has then drawn forth Daemons of 
  the Warp, binding the spirits within the physical bodies 
  he has prepared, giving birth to horrific Daemon Engines. 
  Because of the manner of their construction, no two Daemon 
  Engines are identical. Even when constructed from similar 
  components, the Daemon held within gradually transforms 
  the metal more and more, so that the machine’s appearance 
  reflects the aspects of the entity bound within.
  Daemon Engines are unlike anything else Guardsmen might 
  face on the battlefield. These abominations cannot truly be 
  considered vehicles, but nor are they proper creatures of the 
  Warp. Of all their bizarre characteristics, perhaps most strange 
  is that Daemon Engines grow and change over time, a trait 
  which they share neither with vehicles nor Daemons. Daemon 
  Engines grow and mature, like living biological creatures. Yet 
  they are not alive; their maturation is driven not by biological 
  processes but by the warping power of Chaos. Whereas living 
  creatures must consume nutrition to grow, Daemon Engines 
  feed on the terror and death they inflict. It is the act of slaughter 
  and battle that fuels a Daemon Engine’s growth. 
  As their physical forms twist and evolve, Daemon Engines 
  come to bear little resemblance to the materials from which 
  they were originally constructed. Simultaneously, they both 
  grow to resemble other Daemon Engines of the same strain 
  and to exhibit uniquely identifying characteristics. Perhaps the 
  most notable change as Daemon Engines mature, other than a 
  great increase in size, is the transformations that their weapons 
  undergo. Weapon barrels increase in diameter, additional 
  muzzles sprout forth from raw flesh, and the forges in the 
  beasts’ burning cores begin to produce more refined, deadly 
  neW vehicLe trAit: 
  dAemon engine
  Daemon Engines are horrifying and unnatural unions 
  of machine and Daemon, steel and Warp-spawned flesh, 
  with steel cables that throb like veins and pistons housed 
  in grotesque muscle. Daemon Engines are incredibly 
  difficult to damage, and their plasteel and adamantine 
  hulls rapidly heal, sealing wounds with ectoplasmic scabs.
  A vehicle with the Daemon Engine trait is protected 
  by a Force Field with a Protection Rating of 30 that 
  never Overloads, but is bypassed by weapons or attacks 
  with the Sanctified or Force Qualities, and by Psychic 
  Powers that deal Damage directly. Additionally, each 
  Round, the Daemon Engine recovers 1d5 Structural 
  Integrity or removes 1 point of Critical Damage.
   
  
  NPCs & Adversaries
  140
  Winged: A Heldrake follows the rules for a vehicle with the 
  Skimmer Vehicle Trait, but moves as if it possesses the Flyer 
  Trait with a value equal to its Cruising Speed, rather than as 
  a creature with the Hover Trait. Like a Walker, a Heldrake 
  cannot take the Ram action, but can Charge.
  †Soul Blaze: A target set alight by a baleflamer’s Flame Quality 
  reduces the Damage he suffers for being on fire in subsequent 
  Rounds by his Willpower Bonus instead of his Toughness Bonus 
  (this Damage is not reduced by Armour, as usual). Additionally, 
  he suffers a –10 penalty to the Willpower Test to act normally.
  Type: Special  
  Tactical Speed: 20m
  Cruising Speed: 160kph 
  Manoeuvrability: +20
  Structural Integrity: 30  
  Size: Enormous
  Armour: Front 25, Side 22, Rear 14
  Vehicle Traits: Daemon Engine, Daemonic Possession, 
  Enhanced Motive Systems.
  Crew: Daemonic Essence.
  Carrying Capacity: None. 
  Weapons: Lesser baleflamer (30m; S/–/–; 1d10+12 E; Pen 
  6; Clip –; Reload –; Flame, Soul Blaze†, Spray, Warp Weapon) 
  or reaper autocannon (300m; S/4/–; 3d10+8 I; Pen 6; Clip 
  –; Reload –; Reliable, Twin-Linked), claws (Melee; 2d10+10 
  R; Pen 2; Razor Sharp).
  Newly-created Heldrake (Vehicle)
  10
  30
  30
  50
  ––
  35
  10
  35
  35
  01
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
  Type: Special  
  Tactical Speed: 25m
  Cruising Speed: 200kph 
  Manoeuvrability: +10
  Structural Integrity: 30  
  Size: Massive
  Armour: Front 35, Side 30, Rear 18
  Vehicle Traits: Daemon Engine, Daemonic Possession, 
  Enhanced Motive Systems.
  Crew: Daemonic Essence and Bound Pilot.
  Carrying Capacity: None. 
  Weapons: Baleflamer (50m; S/–/–; 2d10+15 E; Pen 8; Clip 
  –; Reload –; Flame, Soul Blaze†, Spray, Warp Weapon) or Hades 
  autocannon (200m; –/–/10; 3d10+10 I; Pen 6; Clip –; Reload 
  –; Proven [2]), claws (Melee; 2d10+12 R; Pen 3; Razor Sharp).
  Special Rules
  A Heldrake possesses the Two-Weapon Wielder (Melee) and 
  Ambidextrous Talents, and the Brutal Charge (5), Fear (3), 
  and Unnatural Strength (6) Traits.
  Daemonforge: Once per Round, as a Free Action, the Heldrake 
  can unleash the fury of its Warp-powered engine. Until the 
  beginning of its next turn, it adds +1d10 Damage to its ranged 
  weapons and doubles the value of its Unnatural Strength Trait. 
  Each time the Heldrake uses this ability, it suffers 1d5–1 Damage, 
  not reduced by Armour. Finally, the Heldrake gains the Extremely 
  Volatile Vehicle Trait until the beginning of its next turn.
  Heldrake (Vehicle)
  12
  37
  35
  65
  ––
  45
  20
  40
  45
  01
  WS
  BS
  S
  T
  Ag
  Int
  Per
  WP
  Fel
   
  
  NPCs & Adversaries
  141
  Concussive [0]), defiler battle cannon (Front Facing; 750m; S/–
  /– ; 3d10+10 X; Pen 8; Clip 40, Blast [10], Concussive [3]).
  Special Rules
  While adjacent to an enemy, a Defiler may make attacks with 
  its ranged weapons in addition to its melee weapons, though 
  it cannot target adjacent creatures with ranged attacks. 
  Additionally, the Defiler has the Swift Attack and Two-
  Weapon Wielder (Melee) Talents, as well as the Unnatural 
  Strength (7) Trait. 
  Type: Walker  
  Tactical Speed: 8m
  Cruising Speed: 12kph  
  Manoeuvrability: +0
  Structural Integrity: 30 
  Size: Enormous
  Armour: Front 25, Sides 20, Rear 15
  Vehicle Traits: Daemon Engine, Daemonic Possession, Walker.
  Crew: Daemonic Essence.
  Carrying Capacity: None.
  Weapons: Three crushing claws (Melee; 2d10+12 R; Pen 8; 
  Tearing, Unwieldy); power scourge (Melee; 1d10+12 E; Pen 
  5; Flexible, Power Field, Unbalanced), hull-mounted Defiler 
  autocannon (Front facing; 200m; S/3/–; 3d10+8 I; Pen 6; 
  Clip –; Reload –; Reliable) or heavy flamer (Front facing; 30m; 
  S/–/–; 1d10+5 E; Pen 4; Clip –; Reload –; Flame, Spray).
  Special Rules
  A newly-created Defiler can make attacks with its ranged 
  weapons in addition to its melee weapons while engaged with 
  an enemy, though it cannot target adjacent creatures with 
  ranged attacks. Additionally, it has the Ambidextrous, Swift 
  Attack and Two-Weapon Wielder (Melee) Talents, as well as 
  the Unnatural Strength (6) and Multiple Arms (4) Traits.
  Newly-created Defiler (Vehicle)
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  Special Rules
  A newly-created Heldrake possesses the Two-Weapon 
  Wielder (Melee) and Ambidextrous Talents, and the Brutal 
  Charge (3), Fear (3) and Unnatural Strength (5) Traits.
  Winged: A newly-created Heldrake follows the rules for a vehicle 
  with the Skimmer Vehicle Trait, but moves as if it possesses the 
  Flyer Trait with a value equal to its Cruising Speed, rather than 
  as a creature with the Hover Trait. Like a Walker, a newly-created 
  Heldrake cannot take the Ram action, but can Charge.
  †Soul Blaze: A target set alight by a lesser baleflamer’s 
  Flame Quality reduces the Damage he suffers for being on 
  fire in subsequent Rounds by his Willpower Bonus instead 
  of his Toughness Bonus (this Damage is not reduced by 
  Armour, as usual). Additionally, he suffers a –10 penalty to 
  the Willpower Test to act normally.
  deFiLer
  It is a sign of dire times that the war machine known as a 
  Defiler has been seen on several battlefields across the Calixis 
  Sector. Scuttling behemoths of total war, Defilers are feared 
  as much for their devastating armament as for their incredible 
  resilience. Covered in thick armour-plating, these six-legged 
  engines are capable of withstanding blows from all but the 
  most impressive Imperial weapons as they stalk forward, 
  raining ordnance of their own all the while. Powered by the 
  essence of only the most vile, warmongering Daemons, 
  Defilers’ thirst for destruction is unmatched. With shells from 
  their battle cannons, they obliterate their foes; with roaring 
  fire from their autocannons, they rend those who would stand 
  against them; with their massive claws, they crush those who 
  draw too near. Few weapons of war can match a Defiler in its 
  sheer versatility of violence. 
  Type: Walker 
  Tactical Speed: 10m
  Cruising Speed: 15kph 
  Manoeuvrability: N/A
  Structural Integrity: 50 
  Size: Enormous
  Armour: Front: 30, Side 28, Rear 18 
  Vehicle Traits: Daemonic Possession, Enclosed, Walker.
  Crew: Daemonic Essence.
  Carry Capacity: None.
  Weapons: Crushing Claw (2d10+10 R; Pen 8; Tearing, 
  Unwieldy), reaper autocannon (Front Facing; 300m; S/3/–; 
  3d10+8 I; Pen 6; Clip –; Reload –; Twin-linked), havoc launcher 
  (Front Facing; 100m; S/2/–; 2d10 X; Pen 2; Clip 8; Blast [4], 
  Defiler (Vehicle)
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  Type: Walker  
  Tactical Speed: 12m
  Cruising Speed: 50kph  
  Manoeuvrability: +0
  Structural Integrity: 40 
  Size: Massive
  Armour: 35, Side 30, Rear 18
  Vehicle Traits: Daemon Engine, Daemonic Possession, 
  Enhanced Motive Systems, Walker.
  Crew: Daemonic Essence.
  Carrying Capacity: None.
  Weapons: Two Hades autocannons (Front/Side facing; 
  200m; –/–/10; 3d8+10 I; Pen 6; Clip –; Reload –; Proven 
  [2]), or two ectoplasma cannons (Front/Side facing; 80m; S/–
  /–; 3d10+8 E; Pen 8; Clip –; Reload –; Blast [4]. Maximal, 
  Overheat, Warp Weapon), claws and fangs (Melee; 1d10+12 
  R; Pen 3; Tearing, Natural Weapons). Some Forgefiends have 
  an additional ectoplasma cannon housed in their maw.
  ForgeFiend
  While Maulerfiends seek to rend their foes apart with claw 
  and fang, Forgefiends express their hatred from afar. This does 
  not mean they are any less driven by furious rage, however, 
  as any who have witnessed a Forgefiend unleashing ceaseless 
  salvos of shells can attest. These massive beasts rear up on 
  four powerful hind limbs, held aloft by a combination of 
  Daemonic muscle and hell-forged pistons. As they advance, 
  their powerful techno-Daemonic frames hold their aim 
  steady to unleash torrents of fire, mortals bursting apart under 
  the merciless onslaught. Whether by rapid firing rotary gun 
  clusters or burning plasma, Forgefiends inflict horrendous 
  damage at range. Though their brother Maulerfiends enjoy the 
  satisfaction of ripping their enemies apart in their bonesteel 
  claws, they cannot rival the Forgefiends for the sheer scale of 
  destruction they can unleash in such a short time. The only 
  hope when facing a Forgefiend is to stay out of its weapons’ 
  effective range. And to pray.
  That Warpsmith Arkturian is able to forge the fearsome 
  ectoplasma cannons from available weapons speaks to his 
  mastery of his dark craft. The glowing blasts projected from 
  these weapons are as intensely hot and volatile as any 
  plasma weapon, yet they are further enhanced by boiling 
  ectoplasm straight from the Forgefiend’s hellish gut. These 
  plasma bolts destroy souls as readily as they incinerate 
  flesh and melt armour.
  Forgefiend (Vehicle)
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  mAuLerFiend
  Like an unstoppable force, these behemoths of Daemonic 
  flesh and adamantium rush headlong toward the enemy, 
  tearing, rending, and utterly destroying any infantry or 
  vehicles unfortunate enough to fall in their path. Maulerfiends 
  are covered in heavy armour plating, trailing bundles of steel 
  cable and wire, but moving with a disturbingly organic gait. 
  Of course, Maulerfiends are not living beasts, regardless of 
  any similarities, but Daemons of the Warp bound in 
  mechanistic form, and this becomes clear should one maintain 
  one’s sanity long enough to look closer. The vapour exhaled 
  from a Maulerfiend’s flared nostrils is not steam, but exhaust 
  from the burning Daemonforge at its heart. Knots of 
  glistening muscle surround blackened pistons, and amongst 
  the trailing cables and wires are fleshy tubes and slick viscera. 
  Like all Daemon Engines, Maulerfiends eternally rage against 
  their imprisonment, desiring only to vent their bottomless 
  hatred against mortals. Moving with incredible speed, 
  Maulerfiends quickly descend upon the ranks of their foes, 
  ripping men apart with great claws, steaming blood dripping 
  from their segmented metal tongues. Yet it is not blood and 
  meat which sustain a Maulerfiend, but fear and death. Some 
  say that the souls of a Maulerfiend’s victims fuel the unholy 
  machine, and that the noxious smoke that bellows forth from 
  its fleshmetal chimneys is the scorched remnants of mortal 
  spirits, incinerated in the hellish engine at the beast’s heart.
  Type: Walker  
  Tactical Speed: 16m
  Cruising Speed: 80kph  
  Manoeuvrability: +0
  Structural Integrity: 40 
  Size: Massive
  Armour: Front 32, Side 32, Rear 20
  Vehicle Traits: Daemon Engine, Daemonic Possession, 
  Enhanced Motive Systems, Walker.
  Crew: Daemonic Essence.
  Carrying Capacity: None.
  Weapons: Clawed forelimbs and fanged maw (Melee; 
  2d10+12 R; Pen 5; Razor Sharp, Tearing, Natural Weapons), 
  magma cutters (Melee; 2d10+14 E; Pen 24; Unwieldy) or 
  lasher tendrils (Melee; 1d10+12 I; Pen 0; Flexible, Snare [3]).
  Special Rules 
  Maulerfiends possess the Ambidextrous, Frenzy, Hatred (All), 
  Swift Attack, and Two-Weapon Wielder (Melee) Talents, and 
  the Natural Weapons, Fear (3), and Unnatural Strength (6) 
  Traits. Maulerfiends have only two proper forelimbs, but due 
  to their magma cutters or lasher tendrils benefit from the 
  Multiple Arms (4) Trait.
  Overwhelming: A Maulerfiend may attack a Grappled 
  opponent with its magma cutters as a Reaction.
  Daemonforge: Once per Round, as a Free Action, a 
  Maulerfiend may unleash the full fury of the Warp-
  Maulerfiend (Vehicle)
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  Special Rules
  Forgefiends possess the Ambidextrous, Hatred (All), Swift 
  Attack, and Two-Weapon Wielder (Ranged) Talents, and the 
  Natural Weapons, Fear (3), and Unnatural Strength (6) Traits.
  Daemonforge: Once per Round, as a Free Action, a 
  Forgefiend may unleash the full fury of the Warp-powered 
  engine at its heart. Until the beginning of its next turn, it adds 
  an additional 1d10 Damage to its ranged weapons and 
  increases the value of their Blast Trait by 1. Each time the 
  Forgefiend uses this ability, it suffers 1d5–1 Damage, not 
  reduced by Armour. Finally, the Forgefiend gains the 
  Extremely Volatile Vehicle Trait for until the beginning of its 
  next turn.
  Type: Walker  
  Tactical Speed: 10m
  Cruising Speed: 40km  
  Manoeuvrability: +0
  Structural Integrity: 28 
  Size: Enormous
  Armour: Front 26, Side 26, Rear 15
  Vehicle Traits: Daemon Engine, Daemonic Possession, 
  Enhanced Motive Systems, Walker.
  Crew: Daemonic Essence.
  Carrying Capacity: None.
  Weapons: Two reaper autocannons (Front/Side facing; 
  300m; S/4/–; 3d10+8 I; Pen 6; Clip –; Reload –; Reliable, 
  Twin-Linked) or two assault cannons (Front/Side facing; 
  150m; –/–/10; 2d10+10 I; Pen 6; Clip –; Reload –; Tearing) 
  or two ectoplasma guns (Front/Side facing; 35m; S/3/–; 
  1d10+9 E; Pen 6; Clip –; Reload –; Maximal, Overheat, 
  Warp Weapon), claws and fangs (Melee; 1d10+12 R; Pen 3, 
  Tearing, Natural Weapons).
  Special Rules
  Newly-created Forgefiends possess the Ambidextrous, Hatred 
  (All), Swift Attack, and Two-Weapon Wielder (Ranged) 
  Talents, and the Natural Weapons, Fear (3), and Unnatural 
  Strength (5) Traits.
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  The utter wrongness of its existence 
  is enough to drive mad those who would stand 
  before them. Six mechanical legs, bent outward from the 
  central body like those of a hell-spawned spider, hold aloft 
  the towering torso of a rampaging Daemon, malevolent and 
  terrible. Where other war engines of Chaos are machines 
  given Daemonic life, the Soul Grinder is truly a Daemon 
  given material form through machinery and artifice. One 
  Daemonic claw terminates in a cluster of vicious cannons, 
  the other combines Daemonic sinew and vice-like pistons. 
  From deep within its muscled belly, the Warp-beast can 
  vomit forth great blasts of consuming, mutating Warp-fire. 
  Type: Walker 
  Tactical Speed: 15m
  Cruising Speed: 25kph 
  Manoeuvrability: N/A
  Structural Integrity: 50 
  Size: Enormous
  Armour: Front 35, Side 32, Rear 22
  Vehicle Traits: Daemonic Possession, Enclosed, Reinforced 
  Armour, Walker. 
  Crew: Daemonic Essence. 
  Carry Capacity: None. 
  Weapons: Crushing Claws (2) (Melee; 2d10+10 R; Pen 8; 
  Tearing, Unwieldy), harvester (Front Facing; 75m; –/–/15; 
  1d10+6 I; Pen 4; Clip –; Reload –; Storm), mawcannon 
  (Front Facing; 20m; S/–/–; 2d10+10 E; Pen 6; Clip –; 
  Reload –; Corrosive, Spray). 
  Special Rules
  Soul Grinders have the Fear (3) Trait. Additionally, Soul 
  Grinders have the Lightning Attack and Two-Weapon Wielder 
  (Melee) Talent as well as the Unnatural Strength (7) Trait. 
  Soul Grinder (Vehicle)
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  powered engine at its heart. Until 
  the beginning of its next Turn, the Maulerfiend 
  doubles the value of its Unnatural Strength Trait and causes 
  Righteous Fury whenever any Damage die results in a natural 
  9 or 10.. Each time the Maulerfiend uses this ability, it suffers 
  1d5–1 Damage, not reduced by Armour. Finally, the 
  Maulerfiend gains the Extremely Volatile Vehicle Trait until 
  the beginning of its next Turn.
  Type: Walker  
  Tactical Speed: 12m
  Cruising Speed: 60kph  
  Manoeuvrability: +10
  Structural Integrity: 28 
  Size: Enormous
  Armour: Front 26, Side 26, Rear 15
  Vehicle Traits: Daemon Engine, Daemonic Possession, 
  Enhanced Motive Systems, Walker.
  Crew: Daemonic Essence.
  Carrying Capacity: None.
  Weapons: Clawed forelimbs and fanged maw (Melee; 
  2d10+10 R; Pen 4; Razor Sharp, Tearing, Natural Weapons).
  Special Rules
  Newly-created Maulerfiends possess the Ambidextrous, 
  Frenzy, Hatred (All), Swift Attack, and Two-Weapon Wielder 
  (Melee) Talents, and the Natural Weapons, Fear (2), and 
  Unnatural Strength (5) Traits.
  SouL grinder
  While the smiths of the hell-forges throughout the 
  Immaterium blend mechanical art with arcane science and 
  Daemon-fleshcraft to create horrific engines of war powered 
  by Warp-fire and fuelled by blood, few have ever dared to 
  meld Daemon and machine into a single cohesive whole so 
  completely as did the mad creator of the first Soul Grinder. 
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SOURCE: textdata/thevault/Warhammer/40k/Game books/Only War/Rulebooks/Only War - No Surrender.pdf