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® TM TM  AN INTRODUCTION  TO ONL Y W AR TM

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TM

TM

AN INTRODUCTION TO ONLY WAR

TM

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E

Credits Lead Developer

Andrew Fischer

Writing and DevelopmentOwen Barnes

EditingGraham Davey

ProofreadingMark Pollard

Graphic Design Edge Studios

Cover ArtMatt Bradbury

Interior ArtMatt Bradbury, Mauro Dal Bo, Jorge Maese,

Ameen Naksewee, Javier G. Ureña

Managing Art Director Andrew Navaro

Art Direction Andy Christensen

Production ManagementEric Knight

Licensing and Development Coordinator

Deb Beck

Executive Game Designer Corey Konieczka

Executive Producer Michael Hurley

Publisher Christian T. Petersen

Gam Wo k hop Licensing Manager

John French

Head of Licensing Jon Gillard

Head of Licensing, Legal andStrategic Projects

Andy Jones

Head of Intellectual PropertyAlan Merrett

Special ThanksPlaytest Coordinator Ron DeValk, “The Bolter and

Chainsword Playtest Group” Ryan Powell with MattBogart, Jon Cox, Max Hardenbrook, Matt Hunt, Steve

Koelzer, Anders Lang, and Richard Sanders, “No Guts, NoGlory” Sean Connor with Adam Lloyd, Aaron McManus-Wood, Stephen Pitson, Mark Smith, and Simon Tierney,

“The Librarians” Pim Mauve with Keesjan Klee , Jan-CeesVoogd, Joris Voogd, and Gerlo Woudstra, “Veterans o aPsychic War” Benn Williams with Chris Lancaster, ScottPhilips, John Ross, Rebecca Williams, and Eric Young,

“You Bid Babies?!?” Jordan Millward with Keri Harthoorn,Kyle Harthoorn-Burton, Kieren Smith, and Julia Smith,

“Unrepentant” Lachlan “Raith” Conley with Jordan Dixon,Mark McLaughlin, and Brad Twaddell.

FANTASY FLIGHTGAMES

Fantasy Flight Games1975 West County Road B2

Roseville, MN 55113USA

Copyright © Games Workshop Limited 2012. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Only War, theoregoing marks’ respective logos, Eleventh Hour, 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 rom the Warhammer40,000 universe and the Only War game setting are either ®, ™, and/or © Games Workshop Ltd 2000-2012, variably registered in

the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights reservedto their respective owners. No part o this publication may be reproduced, stored in a retrieval system, or transmitted in any orm

by any means, e lectronic, mechanical, photocopying, recording or otherwise, without the prior permission o the publishers.

Product Code: IGP01 Print ID: 1368MAY12

Printed in the USA

For more in ormation about the O nly W ar line, ree downloads, answers torule queries, or just to pass on greetings, visit us online at

www.Fanta yFlig tGa .co

TM

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It is the 41stMillennium

F or more than a hundred centuries, the Emperor has satimmobile on the Golden Throne o Earth. He is themaster o mankind by the will o the gods, and master

o a million worlds by the might o his inexhaustible armies.He is a rotting carcass writhing invisibly with power romthe Dark Age o Technology. He is the Carrion Lord o theImperium or whom a thousand souls are sacri ced every dayso that He may never truly die.

Yet in His deathless state, the Emperor continues His eternalvigilance. Mighty battlefeets cross the daemon-in estedmiasma o the Warp, the only route between distant stars,their way lit by the Astronomican, the psychic mani estationo the Emperor’s will. Vast armies engage in battle in His nameon uncounted worlds, but or all their multitudes, they arebarely enough to hold o the ever-present threat rom aliens,

heretics, mutants, and worse.To be a man in suchtimes is be one amongstuntold billions. It is tolive in the cruellest andmost bloody regimeimaginable. Yet you arenot just any individual— you are a Guardsman, called

rom the masses o humanityto ght the God-Emperor’swars on the ront lines o thegalaxy. Glory and honour can be

yours as you wage a crusade againstthe ravening xenos and depravedcorruption that threaten the Imperium

rom all sides.

WhAT Is ONLY WAR?O nly W ar is a roleplaying game in whichyou and your riends take on the “role” o soldiers in the Imperial Guard, the galaxy-spanning armies o the God-Emperor. You ghtagainst mankind’s many enemies or the verysurvival o your species and the continuationo human dominance over space. In aroleplaying game, one o the players willtake on the role o the Game Master (o tenabbreviated to GM) and create a story

or the other players to participatein with their characters. As theGM tells the story, creating theplot and playing the role o allthe other characters in the gameworld, the Player Characters(a term or the characterscontrolled by the players, o ten

abbreviated to PCs) react to developments in the plot and thechallenges and tasks set by the GM. The GM then adjudicatestheir actions and determines the outcomes, usually with theaid o the rules and some dice rolling to introduce an elemento randomness. In this way, over the course o a ew hours, agroup o players can create imaginative collaborative stories setin the grim, dark worlds o the Warhammer 40,000 universe.

Pre -Generated CharaCtersThe ollowing sample characters have been speci callydesigned or the E lEvEnth h Our preview adventure thatbegins on page 16 o this booklet. Four di erent charactersare provided, although this adventure can accommodatelarger player groups by using additional Heavy Gunner orWeapons Specialist characters.

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Athletics (S)Awareness (Per)DeceiveDodge (Ag)

SKILLS T r a

i n e

d

+ 1 0

+ 2 0

+ 3 0

x x x o

x o o o

x o o o

x x o o

WOUNDSTotal: 13Current _______________ Fatigue _______________

FATE POINTSTotal: 2Current _______________

GEARCombat Kni e, Standard Issue Guardsman Flak Armour, Laspistol, HeavyFlamer, 2 cannisters o Heavy Flamer uel, 1 Laspistol charge pack.

Character Name: Jene Rodriguez Player Name ________________________________________ Regiment: Catachan Jungle Fighters Speciality: Heavy Gunner

Character History: Born on the harsh jungle world o Catachan, Jene was a survivor rom birth, learning how to shoot an autopistol be-ore she could even walk. As she grew up amongst the vicious fora and auna o her home, she quickly mastered the use o various ranged

weapons, gaining a ear ul reputation or her skill with the bolter and famer. When Jene was tithed to the Imperial Guard, her superiorsquickly recognised her talent, putting her in charge o some o the most ormidable weapons at their disposal.

P layinG Jene r odriGuez

Jene is rst and oremost a ghter. Her sole purpose tobe the most potent and vicious warrior in her company,i not her entire regiment. She has very l ittle patience oridle conversation, and is easily distracted rom mundane

tasks. She can o ten be ound cleaning and maintainingher weapons in any downtime.

TALENTS AND SPECIAL RULESBulging Biceps: Normally characters cannot re a Heavy weaponwithout bracing it rst. Jene has the strength and training to re suchweapons without bracing them rst.Target Selection: Due to her battle eld experience ring into thepandemonium o combat, as long as Jene per orms an Aim Action be oremaking an attack she may shoot into melee with no penalty.

MOVEMENTHal Action: 3m Full Action: 6mCharge : 9m Run : 18m

ARMOURFlak ArmourArmour Points: 4

WEAPONSName: Heavy FlamerClass: Heavy Damage: 1d10+4 Pen: 2Range: 30m RoF: S/–/– Clip: 18 Reload: 2 FullSpecial Rules: Blast (3), FlameName: LaspistolClass: Pistol Damage: 1d10+2 Pen: 0Range: 30m RoF: S/2/– Clip: 18 Reload: Hal Special Rules: Accurate

Name: Combat Kni eClass: Melee Damage: 1d10+4 Pen: 0Special Rules: None

Weapon Skill(WS)

Ballistic Skill(BS)

Strength(S)

Toughness(T)

Agility(Ag)

Intelligence(Int)

Perception(Per)

Fellowship(Fel)

Willpower(WP)

Permission granted to photocopy or personal use. © Games Workshop Ltd 2012.

2 4 3 8 3 1 2 4 2 9 2 32 84 2 3 4

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Athletics (Ag)Charm (Fel)Dodge (Ag)Stealth (Ag)

SKILLS T r a

i n e

d

+ 1 0

+ 2 0

+ 3 0

x o o o

x x x o

x x o o

x x o o

WOUNDSTotal: 12Current _______________ Fatigue _______________

FATE POINTSTotal: 2Current _______________

GEARCombat Kni e, Standard Issue Guardsman Flak Armour, HandheldCombat Shotgun, 2 clips o Handheld Combat Shotgun ammunition,2 Frag Grenades.

Character Name: Burk Canten Player Name ________________________________________ Regiment: Catachan Jungle Fighters Speciality: Weapons Specialist

Character History: Growing up in the lethal jungles o Catachan, Burk developed deadly skills with a kni e and a dark sense o humour tocope with the perils o li e on a death world. In his years as a soldier he has re ned both o these talents and become skilled with a plethora o other weapons, including the short-barrelled auto-shotgun that he avours or deep reconnaissance missions. Burk is o ten called upon by hiscommanders or his vast experience, and has learned a great deal about military strategy and the Tactica Imperialis rom working with them.

P layinG Burk C anten

Burk is quick to crack jokes about the enemy, his squad-mates, or the imminent likelihood o annihilation, but henonetheless avoids slipping into the despair that o tenplagues those possessed o such dark humour. Burk o ten

acts as a voice o reason and intermediary between themore eccentric members o the Catachan 233rd, o eringunexpected solutions to problems within and without.

TALENTS AND SPECIAL RULESAthletic Fighter: Once per Round, a ter making a success ul meleeattack, Burk may make an Athletics Test. I he succeeds, he may moveup to 4m as a Free Action. Enemies may not attack him during thisspecial Move Action.Two Weapon Wielder: As a Full Action in melee combat, Burk maymake one Standard Attack with his handheld combat shotgun and oneattack with his combat kni e. These attacks are made at a +0 modi er

(instead o the usual +10 or Standard Attacks).

MOVEMENTHal Action: 4m Full Action: 8mCharge : 12m Run : 24m

ARMOURFlak VestArmour Points: 3

WEAPONSName: Handheld Combat ShotgunClass: Pistol Damage: 1d10+3 Pen: 2Range: 20m RoF: S/2/– Clip: 8 Reload: FullSpecial Rules: Scatter

Name: Combat Kni eClass: Melee Damage: 1d10+4 Pen: 0Special Rules: None

Name: Frag GrenadeClass: Thrown Damage: 2d10 Pen: 0Range: 18m RoF: S/–/– Clip: 1 Reload: – Special Rules: Blast (3)

Weapon Skill(WS)

Ballistic Skill(BS)

Strength(S)

Toughness(T)

Agility(Ag)

Intelligence(Int)

Perception(Per)

Fellowship(Fel)

Willpower(WP)

3 5 2 9 3 6 2 7 2 3 2 92 94 1 3 0

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Permission granted to photocopy or personal use. © Games Workshop Ltd 2012.

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Forbidden Lore (Adeptus Mechanicus)Medicae (Int)Scrutiny (Per)Security (Int)Tech-Use (Int)

SKILLS T r a

i n e

d

+ 1 0

+ 2 0

+ 3 0

x o o o

x x o o

x o o o

x x o o

x x x o

WOUNDSTotal: 11Current _______________ Fatigue _______________

FATE POINTSTotal: 2Current _______________

GEAREnginseer Light Carapace, Omnissian Axe, Laspistol.

Character Name: Thelius Galt Player Name ________________________________________ Regiment: Catachan Jungle Fighters Speciality: Tech-Priest Enginseer

Character History: Thelius Galt originally hailed rom one o the Lathes, great orge-worlds within the Calixis Sector. There he studied under someo the most infuential tech-magi in the Sector. However, Thelius’s attention commonly strayed away rom the Quest or Knowledge, and towardscaring or the machine spirits o the many war machines produced by his orge-world. This ascination led Thelius to his service as an Enginseer in thImperial Guard, an emissary o the Adeptus Mechanicus and tender o the many war machine spirits necessary to the Imperial Guard.

P layinG t helius G alt

Thelius is a cold, calculating individual who alwayspursues the most logical and straight orward solution toany issue. This attitude o ten puts him at odds with theGuardsmen o the 233rd, whose training and upbringing

have conditioned them to think outside o the box. Despitethis riction, Thelius is a valued member o the unit,keeping the Catachan’s sentinels running even throughthe heaviest combat.

TALENTS AND SPECIAL RULESLuminen Capacitors: Thelius is equipped with bio-capacitors thatgenerate and store bio-energy as electricity. Thelius can tap into thisenergy. His laspsitol never runs out o ammunition.Unnatural Characteristics: Thelius has replaced large portions o hisbody with sturdy machinery, and adds +2 to his Toughness Bonus.

MOVEMENTHal Action: 2mFull Action: 4mCharge : 6mRun : 12m

ARMOUREnginseer Light CarapaceArmour Points: 4

WEAPONSName: LaspistolClass: Basic Damage: 1d10+2 Pen: 0Range: 30m RoF: S/2/– Clip: — Reload: — Special Rules: Accurate

Name: Omnissian AxeClass: Melee Damage: 1d10+4 Pen: 6Special Rules: None

Weapon Skill(WS)

Ballistic Skill(BS)

Strength(S)

Toughness(T)

Agility(Ag)

Intelligence(Int)

Perception(Per)

Fellowship(Fel)

Willpower(WP)

2 6 3 7 2 6 4 5 2 7 2 75 3 82 9 3 7

TM

Permission granted to photocopy or personal use. © Games Workshop Ltd 2012.

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Awareness (Per)Athletics (S)Intimidate (S)

SKILLS T r a

i n e

d

+ 1 0

+ 2 0

+ 3 0

x o o o

x x o o

x x x o

WOUNDSTotal: 17Current _______________ Fatigue _______________

FATE POINTSTotal: 1Current _______________

GEAR

Ogryn Proo Ripper Gun, 2 clips o Ripper Gun ammo, 3 FragGrenades, Scrap Armour.

Character Name: Urok Player Name ________________________________________ Regiment: Catachan Jungle Fighters Speciality: Ogryn

Character History: Urok has served among the ranks o the 233rd or many years. Having been tithed at a very young age, he has be-come incredibly attached to the “Little ‘Uns” he serves alongside, especially an old Catachan by the name o Gurion. Un ortunately, in therecent assault on the Teeming, Gurion was shot and killed by a group o Ork Boyz. Urok was inconsolable or days, and has now becomehungry or revenge against the Orks.

P layinG u rok

Ogryn are stubborn and dim-witted, usually only speakingin broken low-gothic, and Urok is no exception. He is slowto react, but ercely loyal, always coming to the aid o hiscomrades, and always willing to ollow the orders o his

Commissar. However, the recent loss o the “Little ‘Un” Gurionhas caused Urok to act uncharacteristically aggressive. He hasstarted acting on his own initiative, doing anything he can toget revenge on the Orks that killed his riend. TALENTS AND SPECIAL RULES

Hammer Blow: When Urok hits a target with an All Out Attack Action,he adds hal o his Strength Bonus to its Penetration, and the target mustpass a Di fcult (–10) Toughness Test or count as an Unaware Targetuntil the beginning o Urok’s next Turn.Size (Hulking): Urok is ar larger than an normal human. He adds +2to his Strength and Toughness Bonuses, and increases his movement rate(already included below) due to his hulking physique. However, enemiesgain a +10 to their Ballistic Skill Tests when ring at Urok due to his size.

MOVEMENTHal Action: 4m Full Action: 8mCharge : 12m Run : 24m

ARMOURScrap ArmourArmour Points: 3

WEAPONSName: Ogryn Proo Ripper Gun (Ranged)Class: Basic Damage: 1d10+8 Pen: 1Range: 30m RoF: S/–/6 Clip: 48 Reload: 2 FullSpecial Rules: ScatterName: Ogryn Proo Ripper Gun (Melee)Class: Melee Damage: 1d10+6 Pen: 0Special Rules: None

Name: Frag GrenadeClass: Thrown Damage: 2d10 Pen: 0Range: 18m RoF: S/–/– Clip: 1 Reload: – Special Rules: Blast (3)

Weapon Skill(WS)

Ballistic Skill(BS)

Strength(S)

Toughness(T)

Agility(Ag)

Intelligence(Int)

Perception(Per)

Fellowship(Fel)

Willpower(WP)

3 6 2 6 3 3 1 2 2 9 2 22 54 3 4 6

TM

6 6

Permission granted to photocopy or personal use. © Games Workshop Ltd 2012.

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E

Only War Rules Summary

T he ollowing pages summarise some o the mostimportant rules in the O nly W ar game, especiallythose needed to play through the preview adventure,

E lEvEnth h Our .

ChARACTeR ANATOmY In O nly W ar , each player controls a character known as aPlayer Character (or PC). Player Characters are as varied as theregiments and worlds rom which they come, the specialisedtraining they have, and the campaigns in which they have

ought. In addition to personality, disposition, and background,which are invented by the player, exactly what a particularPlayer Character is like is de ned by set o Characteristics,Skills, Traits, and Talents.

CharaCteristiCsCharacteristics represent a Player Character’s raw ability in avariety o physical and mental areas. There are nine di erentCharacteristics, each rated on a scale o 0 to 100. The higherthe Characteristic score, the better.

W eaPon s kill (Ws)Weapon Skill measures a character’s competence in hand-to-hand ghting, whether using sts, knives, or chainswords.

B allistiC s kill (Bs)Ballistic Skill refects a character’s accuracy with ranged

weapons, such as lasguns and boltguns.

s trenGth (s)Strength is a measure o a character’s physique, and determineshow much he can carry as well as how hard he can hit withmelee attacks.

t ouGhness (t)Toughness de nes how easily a character can shrug o injuryand how resilient he is to toxins, poisonous environments,and other physical ailments.

a Gility (a G)Agility measures a character’s quickness, refexes, and poise.

i ntelliGenCe (i nt )Intelligence describes a character’s acumen, reason, education,and general knowledge.

PerCePtion (Per )Perception measures the acuteness o a character’s senses and

determines how accurately he perceives his surroundings.

W illPoWer (WP)Willpower describes a character’s mental ortitude and howwell he can withstand the multitude o horrors in the universeIt serves as a key measure or psychic potential.

FelloWshiP (Fel )Fellowship refects a character’s ability to interact with others,to deceive, charm, be riend, or lead.

CharaCteristiC BonusesAll Characteristics have an associated bonus. The CharacteristicBonus is equal to the tens digit o the Characteristic.

e xamPleI a character has an Agility o 34, his Agility Bonus is 3.a Willpower o 41, his Willpower Bonus is 4.

Characteristic Bonuses are o ten used as modi ers. Since thesbonuses are determined by the Characteristic, they may rise and

all throughout the game. Should a Characteristic take a penalty

that penalty likewise applies to the Characteristic Bonus.

skILLsThe ollowing Skills represent only a sampling o the Skilthat are available in O nly W ar . Each Skill has a governingCharacteristic, which is used to test against when a characteruses the Skill (see below).

a thletiCsGoverning Characteristic: StrengthAthletics covers all kinds o intense physical activity sucas running, swimming, or climbing. A character calls uponAthletics when he wants to scale a challenging cli ace cross a ast fowing river. Athletics is usually used as part oa Move Action.

a WarenessGoverning Characteristic: PerceptionAwareness refects a character’s ability to perceive hiddendangers, search or objects, or to notice small details abouhis physical surroundings. Awareness is not tied to any onesense; it encompasses them all. It is o ten tested passively oin response to a subtle change, and in those cases, making anAwareness Skill Test is usually a Free Action.

CharmGoverning Characteristic: FellowshipCharm is used to be riend, persuade, or infuence others in waysthat are generally perceived as positive, or a least non-hostile.Making a Charm Skill Test usually takes about a minute.

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d odGeGoverning Characteristic: AgilityThe Dodge skill is used as a Reaction in combat to negate ahit by jumping out o the way or otherwise avoiding a blow.See the Evasion Action in Combat Action Descriptions onpage 13 or more in ormation.

ForBidden l ore (a dePtus

m eChniCus )Governing Characteristic: IntelligenceThe Forbidden Lore (AdeptusMechanicus) Skill represents thecharacter’s knowledge about the

ollowers o the Machine God,including such things as rituals,observances, common belie s, andcore philosophies.

i ntimidateGoverning Characteristic: StrengthIntimidate is used to righten, coerce, bully, or threatenothers. While Intimidate is usually backed up by Strength,the GM can allow more subtle uses o Intimidate that relyon Intelligence or Fellowship. Making an Intimidate SkillTest is a Full Action.

mediCae

Governing Characteristic: IntelligenceThe Medicae Skill is used to treat and repair injuries by closingwounds and restoring the balance o the body’s humours.A success ul Medicae Test removes Damage equal to thecharacter’s Intelligence Bonus. A ailure by more than threeDegrees o Failure inficts one additional point o Damage.Using Medicae is a Full Action or both the character using theSkill and his patient. Medicae can also be used to determinethe cause o death when studying a body.

s Crutiny Governing Characteristic: PerceptionScrutiny is the Skill that allows characters to detect lies and seethrough alsehoods, as well as interpret obscure in ormation.

s eCurity Governing Characteristic: IntelligenceSecurity is the ability to access and break into security

systems, rom mag-sealed bulkhead hatches andencrypted cogitator systems to simple mechanicallocks. Though a de t hand is use ul in these situations,the overriding requirement to be skilled at Security isa quick mind.

s tealthGoverning Characteristic: AgilityStealth is the ability to remain unseen or hide rom anopponent. Stealth is most commonly used to lay ambushesor sneak past guards but can also be used to help others hide

or to camoufage objects. Using Stealth is usually part o aMove Action or a Reaction when an opponent is trying to

spot the character.

t eCh -u seGoverning Characteristic: IntelligenceA character can employ Tech-Use to repair

mechanical items or gure out how unusualtechnological arte acts work. A Tech-Use Skill Test cantake anywhere rom a minute to an hour, depending

on the complexity o the task. Extra Degrees o Success on a Test can reduce the necessary time.

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E ChARACTeRIsTIC TesTsSometimes a Player Character wants to attempt somethingnot covered by a Skill. In such cases, a Characteristic Test canbe used instead o a Skill Test. The GM determines the mostappropriate Characteristic or the Test, and then the playermakes a percentage roll. I the roll is equal to or less than theCharacteristic, the Test succeeds. I the roll is greater than theCharacteristic, the Test ails.

t est d iFFiCulty Not all Tests are equal. Forcing a young, green conscript toback down rom a ght and doing the same to an Ogrynboth require Intimidation Skill Tests, but the latter is clearlyharder than the ormer. But how much harder is one than theother? This is where Test di culty and the role o the GMboth come into play.

In some cases, the di culty o a Test is pre-determined bthe rules; in other cases, the GM should decide the di cultyand consult Table 1–1: Test Di fculty to determine theappropriate modi er. The di culty modi er is applied to thegoverning Characteristic associated with the Test.

ComBininG d iFFiCultiesThere will be instances in which multiple actors make per ormina particular action easier or more di cult. I a situation calls two or more bonuses or penalties, simply combine all modi erstogether and apply the total to the Skill or Characteristic.

The maximum modi er that can be applied to a Skill Testor Characteristic Test is +60 or –60.

Tests

T ests are the basic way o determining success orailure in a game o O nly W ar . When a Player

Character per orms any task that could have dramaticconsequences—a ecting the story, a character’s health, adelicate negotiation, the sa ety o the group, and so on—heshould per orm a Test.

The CORe meChANIC• Step One: Determine the a Skill or Characteristic to Test.• Step Two: Add or subtract any relevant modi ers to the

Skill or Characteristic.• Step Three: Make a percentile roll (1d100).• Step Four: I the percentile roll is less than or equal to the

Skill or Characteristic being tested, the Test succeeds.• Step Five: I the percentile roll is greater than the Skill

or Characteristic being tested, the Test ails.

DeGRees OF sUCCess AND FAILUReFor most Tests, it is enough to know whether a charactersucceeded or ailed. Sometimes, however, it is use ul to knowhow well a character succeeded, or how badly he ailed. This isparticularly important in certain combat situations, such as ringa gun capable o a semi-automatic or ully automatic burst.

Measuring Degrees o Success and Failure in a Skill orCharacteristic Test is straight orward. A ter the percentage rollis made, compare the roll with the modi ed Characteristic score.I the Test was passed the character has scored one Degree o Success. For each ull 10 points by which the Characteristicwas exceeded, the character scores one additional Degree o Success. Conversely, i a Test is ailed the character gains oneDegree o Failure, with each additional 10 ull points by whichthe Test was ailed adding an extra Degree o Failure.

skILL TesTsThe most common type o Test a Player Character per ormsduring the game is a Skill Test. Each Skill is governed by aCharacteristic. For example, the Awareness Skill is governedby the Perception Characteristic. To make a Skill Test, add anyrelevant modi ers to the Skill’s governing Characteristic, thenmake a percentage roll. I the result is equal to or less than

the modi ed Characteristic, the Test succeeds. I the result isgreater than the modi ed Characteristic, the Test ails.

u ntrained s kill t estsSometimes a character may want to use a Skill that he doesnot possess, such as trying to hide without the Stealth Skillor climb without the Athletics Skill. In this case, he can stillmake a Test against the Skill, but su ers a –20 penalty,

e ectively reducing the Characteristic he is testing againstby 20 points or that Test.

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The Role ofFate

T he Player Characters in O nly W ar are men and womeno promise and skill, who stand out among the teemingmasses o the Imperial Guard, and have survived the

most hellish o warzones and come through victorious. Therole o Fate in a Player Character’s li e is what separates him

rom the countless ranks that he serves alongside. All PCsbegin play with a number Fate Points, which is determinedat character creation. For some, these Fate Points representdestiny, a sign that the God-Emperor has marked them orgreatness. For others, Fate represents simple luck.

UsING FATe POINTsFate Points allow a Player Character to manipulate situationsby mitigating bad results or turning a mishap into ortune. APlayer Character has a limited pool o Fate Points, and whena Fate Point is spent, that pool is reduced by one. Spent FatePoints are restored at the beginning o the next game session,or possibly under special circumstances in the middle o agame session i the GM deems it appropriate.

Spending one Fate Point allows or one o the ollowing:• Re-roll a ailed Test once. The results o the re-roll are nal.• Gain a +10 bonus to a Test. This must be chosen be ore

dice are rolled.• Add an extra Degree o Success to a Test. This may

bechosen a ter dice are rolled.• Count as having rolled a 10 or Initiative.• Instantly remove 1d10 Damage (this cannot a ect

Critical Damage).•

Recover rom being Stunned.• Recover all levels o Fatigue.

Combat

C ombat is usually resolved using “structured time,”divided into Rounds, Turns, and Actions. Eachcharacter, including Non-Player Characters (NPCs),

takes one Turn each Round. The order in which Turns areresolved depends on Initiative Order.

COmbAT OveRvIeW When a new combat begins, ollow these steps to determinewhat happens.

s teP o ne : s urPriseAt the beginning o a combat, the GM determines i anycharacters are Surprised. This can only happen once at thebeginning o a combat, and there will be many combats inwhich nobody is Surprised. A Surprised character loses hisTurn on the rst Round o combat because he has beencaught unawares by his enemies. I no one is Surprised, moveimmediately to Step Two.

s teP t Wo : r oll i nitiativeAt the start o the rst Round, each character rolls or Initiative.Each character rolls 1d10 and adds his Agility Bonus (thetens digit o his Agility Characteristic). The result o the rollapplies or all successive Rounds in the combat.

s teP t hree : r ank i nitiativeThe GM ranks all the Initiative rolls, including those o the

NPCs, rom highest to lowest. This is the order in which thecharacters take their Turns during each Round o combat.

s teP Four : ComBatants t ake t urnsStarting with the character at the top o the Initiative Order,each character takes a Turn. The character currently takinghis Turn is known as the Active Character. During his Turn,the Active Character can per orm one or more Actions. Oncehis Actions have been resolved, the next character in theInitiative Order becomes the Active Character and takes hisTurn, and so orth.

s teP

Five

: r ound

ends

Once each character has taken a Turn, the Round is over. Anylingering e ects that speci y a duration o “until the end o the Round” now end.

s teP s ix : r ePeat s tePs Four and F ive as n eededContinue to play successive Rounds until the combat iscomplete or until the event that triggered the switch intostructured time is resolved.

ACTIONs IN COmbAT During each normal Round, every character gets a Turn toact. On his Turn, a character can take one or more Actions.

t yPes oF a CtionsEvery Action is categorised into one o the ollowing types.

Full a CtionsA Full Action requires a character’s complete attention toaccomplish. A character can take one Full Action on his Turnand cannot take any Hal Actions.

h alF

a Ctions

A Hal Action is airly simple; it requires some e ort orconcentration, but not so much that it consumes a character’sentire Turn. A character can take two di erent Hal Actionson his Turn instead o taking one Full Action. A charactercannot take the same Hal Action twice in the same Turn.

r eaCtionsA Reaction is a special Action made in response to someevent, such as an attack. A character receives one Reactioneach Round. Unlike the other types o actions, a characterusually per orms a Reaction when it is not his Turn.

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Free a CtionsA Free Action takes only a moment and requires no real e ortby the character. Free Actions may be per ormed in additionto any other Actions on a character’s Turn, and there is no

ormal limit to the number o Free Actions one character cantake. The GM should use common sense to set reasonablelimits on what can be done in a ew seconds.

a Ction

suBtyPes

Into addition to its type, every Action is also categorised intoone or more subtypes. Action subtypes do not do anythingin and o themselves, but they are used to clari y what acharacter is and is not allowed to do in a variety o specialcircumstances. For example, a character that is Immobilisedcannot per orm any Actions with the Movement subtype.

u sinG a CtionsDuring his Turn, a character may per orm one Full Action ortwo di erent Hal Actions. A character could, or example,make an All Out Attack (Full Action) or Aim and make aStandard Attack (two Hal Actions).

m ore a CtionsThe combat actions described in this booklet represent only asampling o the options that are available in O nly W ar .

COmbAT ACTIONDesCRIPTIONsThese Actions provide characters with a variety o options incombat.

a imType: Hal Action or Full ActionSubtype: ConcentrationThe character spends extra time to per orm a more preciseattack. Aiming as a Hal Action grants a +10 bonus to thenext Weapon Skill or Ballistic Skill Test made as an attack.Aiming as a Full Action increases the bonus to +20. Thenext action the character per orms must be an attack or thebene ts o Aiming are lost.

a ll o ut a ttaCk Type: Full ActionSubtypes: Attack, MeleeThe character makes a urious melee attack at the expense opersonal sa ety. He gains a +20 bonus to his next WeaponSkill Test, but he cannot Dodge or Parry until the start o hisnext Turn.

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CharGeType: Full ActionSubtypes: Attack, Melee, MovementThe character rushes at his target and delivers a single meleeattack. The target must be at least our metres away, but stillwithin the attacker’s Charge Move. The last our metres o theCharge must be in a straight line so the attacker can build speedand line up with his target. The attacker gains a +10 bonus tohis Weapon Skill Test made at the end o the Charge.

e vasionType: ReactionSubtype: MovementEvasion is a Reaction that a character can per orm when it is

not his Turn. A ter a character is hit, but be ore Damage isrolled, the character can attempt to avoid the attack by makingan Evasion Skill Test. A character must be aware o the attack inorder to make the Test. I the Test succeeds, the character getsout o the way at the last moment and the attack is consideredto have missed (and thus no Damage is rolled). I the EvasionTest ails, the attack connects and deals Damage normally.Evasion can be used to avoid both melee and ranged attacks.

e ading Auto-Fir and Ar a eff ct AttacSome attacks, such as those made with grenades, famers,or guns ring semi-automatic or ully automatic bursts areespecially di cult to avoid. When Evading an area e ectweapon (such as a grenade), a success ul Evasion Skill Testmoves the character to the edge o the area o e ect, as longas it is no arther away than the character’s Agility Bonusin metres. I the character would need to move arther thanthis to avoid the attack, the Evasion Test automatically ails.When Evading Fully Automatic or Semi-Automatic Bursts,each Degree o Success on the Evasion Test negates oneadditional hit.

Full a uto Burst Type: Hal ActionSubtype: Attack, RangedThe character unleashes a roaring burst o ully automatic gun reat his enemies. The attacker must be wielding a ranged weaponcapable o ully automatic re to take this action. The attackermakes a Ballistic Skill Test with a –10 bonus to his attack. I he succeeds, he scores one hit with his weapon per Degree o Success. The number o extra hits scored in this manner cannotexceed the weapon’s ully automatic rate o re.

m oveType: Hal or Full ActionSubtype: Movement

The character can spend a Hal Action to move a number o metres equal to his Agility Bonus. As a Full Action, he maymove twice that distance.

r eloadType: Hal , Full, or Extended Action (Varies by Weapon)Subtype: MiscellaneousDeclaring this Action allows a character to reload a rangedweapon. The duration o Reload (Hal Action, Full Action,etc.) is dictated by the weapon’s description.

r un

Type: Full ActionSubtype: MovementThe character runs at ull speed, covering a distance up totriple his movement. Until the character’s next turn, rangedattacks against him su er a –20 penalty to Ballistic SkillTests, but melee attacks against him gain a +20 bonus toWeapon Skill Tests.

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s emi -a uto Burst Type: Hal ActionSubtype: Attack, RangedWith cold precision, the active character shoots a burst o semi-automatic gun re at his enemies. The attacker must be wielding aranged weapon capable o semi-automatic re to take this action.

The attacker makes a Ballistic Skill Test with a +0 bonus.I he hits, he scores a hit or the initial Degree o Success plusan additional hit or every two additional Degrees o Success.The number o extra hits scored in this manner cannot exceedthe weapon’s semi-automatic rate o re.

s tandard a ttaCk Type: Hal ActionSubtype: AttackThe character either per orms one melee attack by testingWeapon Skill with a +10 bonus or one ranged attack bytesting Ballistic Skill with a +10 bonus.

u se a s killType: Hal , Full, or Extended Action (Varies by circumstance)Subtype: MiscellaneousThe character uses a Skill, which typically involves makinga Skill Test.

o ther a CtionsThere are many more combat action options in the ull gameo O nly W ar . Additionally, the GM may allow players toper orm special actions not covered by the normal rules. Suchimprovised actions should usually involve some kind o Skillor Characteristic Test.

The ATTACk The most common Action in combat is the attack—thecharacters are ghting, a ter all. Whether armed with a meleeor ranged weapon, the process is the same. Be ore a charactermakes an attack, the GM should veri y that the attack is evenpossible by checking the basic requirements or the attackMelee attacks require the attacker to be engaged in meleecombat with his target. Ranged attacks cannot be made i

the attacker is engaged in melee unless he is ring a pistol-class weapon. In either case, the attacker must be aware o hitarget. Assuming the attack is possible, ollow these steps:

• Step One: Apply modi ers to attacker’s Characteristic• Step Two: Attacker makes a Test• Step Three: Attacker determines Damage• Step Four: Target applies Damage

s teP o ne : a PPly m odiFiers to a ttaCker ’s CharaCteristiCA melee attack requires the attacker to make a WeaponSkill Test. A ranged attack requires the attacker to make a

Ballistic Skill Test. Apply any modi ers to hit (see CombatCircumstances below).

s teP t Wo : a ttaCker m akes a t est A ter the GM has determined the value o the modi eCharacteristic, the attacker makes a Weapon Skill Test i heis per orming a melee attack or a Ballistic Skill Test i he per orming a ranged attack. Both o these are resolved likany other Test. I the roll is equal to or less than the modi edCharacteristic, the attack hits (see Evasion reactions, below).

W eaPon Q ualities

Certain weapons have special abilities called Qualities. Though there are a wide variety o Qualities available inO nly

W ar , in E lEvEnth h Our there is only enough room or a ew examples o Qualities. a CCurate

Some weapons are designed with precision in mind and respond superbly to skilled hands. They grant an additionalbonus o +10 to the rer’s Ballistic Skill when used with an Aim Action, in addition to the bonus granted rom Aiming.When ring a single shot rom a Basic Weapon with the Accurate Quality bene ting rom the Aim Action, the attackdeals an extra 1d10 Damage or every two Degrees o Success, to a maximum o two extra 1d10.Blast (x)

Many missiles, grenades, and some guns create an explosion when they hit their target. When working out a hit rom

a Blast weapon, anyone within the weapon’s blast radius in metres (indicated by the number in parenthesis) is also hit.Roll Damage once and apply it to each person a ected by a blast.F lame

Some weapons belch great gouts o fame, igniting anything they strike. I a target o a Flame attack is hit (even i hesu ers no Damage), he must succeed on an Agility Test or immediately su er 1d10 Damage, ignoring Armour.s Catter

The ammunition o these weapons spreads out when red. At Point Blank Range this weapon deals +3 Damage. However,when ring at a target more than 15 metres away, this weapon su ers –3 Damage (to a minimum o 0).

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s teP t hree : a ttaCker d etermines d amaGeEach weapon has a Damage listing, which is usually a die roll,plus or minus a number. Roll the appropriate die and applyany indicated modi ers. Finally, i the attack involved a meleeweapon, add the attacker’s Strength Bonus. The result is theDamage total.

s teP Four : t arGet a PPlies d amaGeFrom the Damage total, the target subtracts his ToughnessBonus and any Armour Points that protect the area o theattack. I this reduces the Damage to zero or less, the targetshrugs o the attack. Any remaining Damage is recordedby the target.

INjURY & DeAThAs a consequence o ghting, characters take Damage. Acombatant can take Damage up to an amount equal to hisWounds. When the Damage equals the character’s Wounds,he is killed.

CritiCal d amaGeThe injury rules in this booklet have been simpli ed dueto space restrictions. O nly W ar includes a ull array o colour ul critical damage e ects, including permanentinjuries such as limb loss.

COmbAT CIRCUmsTANCesThe chances o hitting in combat can be modi ed in a similarmanner to Skill Tests. These combat circumstances can beused to refect the e ects o terrain, the weather, tacticalsituations, and a variety o other actors. Characters shouldmake as much use o bene cial circumstances as possible. Agood plan, suitable equipment, or skil ul use o tactics cano ten make the di erence between li e and death or a PlayerCharacter. The ollowing circumstances are some o the mostcommon encountered in combat. The GM has the nal sayabout the Di culty o any particular Test.

d arknessWeapon Skill Tests made in darkness are at –20, whileBallistic Skill Tests are at –30.

d iFFiCult or a rduous t errainWeapon Skill and Evasion Tests made while standing indi cult terrain, such as mud, are at –10. Tests made whilestanding in arduous terrain such as deep snow or upon iceare at –30.

G anGinG u PI a group o characters outnumber their opponent two-to-one, their Weapon Skill Tests gain a +10 bonus. At three-to-one, they gain +20.

h elPless t arGetsWeapon Skill Tests made to hit a sleeping, unconscious, orotherwise helpless target automatically succeed. When rollingDamage against such a target, roll twice and add the results.

o FF h and a ttaCksWeapon Skill Tests or Ballistic Skill Tests made to attack witha weapon wielded in the o hand o a character not trainedin Two-Weapon Wielding su er a –20 penalty.

Point Blank Ballistic Skill Tests made to hit a target within three metres areat +30. Note that this bonus does not apply when shootingtargets that are engaged in melee combat with the character.

s hootinG into m elee ComBat Ballistic Skill Tests made to hit a target that is engaged inmelee combat su er a –20 to hit.

u naWare t arGetsWeapon Skill or Ballistic Skill Tests made to attack unawaretargets (i.e. Surprised targets), gain a +30 to hit.

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EleventhHour

“I can assure you that almost all units o the Scintillan 17th have been withdrawn rom the target zones and we will be ready to commence orbital strikes on the Ork vanguard shortly. I also realise

that signi cant elements o the Catachan 223rd have not reached the sa e zone. This was always an anticipated risk, and I think I speak or many here when I say: really, who will miss them?”

–Commander-General Pailus, Scintillan 4th Army Group

E lEvEnth h Our is an introductory adventure intendedto give players a chance to experience the O nly W ar Roleplaying Game. In this adventure, the players take on

the role o Imperial Guardsmen in one o the God-Emperor’swars or dominance o the galaxy, pushing back the tides o heretic, mutant, and alien scum which threaten mankind’svery existence. They must ace the worst the enemies o theImperium can throw at them and keep ghting, knowing thatthey are the thin line that separates the rule o man romchaos, carnage, and death. It is a thankless job and a bloodyone, rom which there will be no retirement, no respite, andno rest; only in death does duty end or a Guardsman. Thisadventure can serve as a jumping o point or games o O nly

W ar and urther adventures or the Player Characters in theendless confict and war o the 41st Millennium.

GeTTING sTARTeDTo play this adventure you will need one player to take on therole o the Game Master (GM), 2-4 players to take on the roleso the Guardsmen and ideally at least two ten sided dice (1d10)

or each person playing. All the in ormation required can beound within the pages o this booklet, including a quick start

version o the core rules, background on the adventure setting,detailed in ormation on the adventure itsel , and pre-generatedcharacters. Some background on the Warhammer 40,000universe, in which O nly W ar is set, can be ound at the start o the booklet, however the adventure has been designed to be sel -contained and no prior knowledge o the setting is required.

Be ore running this adventure, the Game Master should besure to read it thoroughly.

ADveNTURe OveRvIeW The adventure ollows the PCs’ e orts to escape an imminentorbital bombardment rom deep behind enemy lines to thesa ety o an Imperial rebase, all in ewer than 11 hours.Along the way they must deal with numerous encountersand make choices that either speed up their progress or slowthem down, infuencing the nal outcome o the adventuredepending on how close to the deadline they are. I they

move with a purpose and use their Skills, they might justmake it, crossing the Fallow and entering the rebase just

be ore the orbiting ships open re, turning kilometreso jungle into re and ash.

Aeyras“I’ve seen some miserable balls o dirt in my time, but this is a boil on the arse o the Emperor-damned universe. I me11 hour day and a three hour night: hardly any time to get adone at all.”

–Sergeant Dryak, 14th Recon, Catachan 233rd

T he adventure takes place on the moon o Aeyras, orbitingthe gas-giant Horon in the Karacallia system, which hasbecome a ocal point or Imperial e orts against the Or

in the Spinward Front warzone. The PCs have been deployed tothe jungle moon as part o Operation Hammerstrike, in an e oto destroy a vital base or Warboss Grimtoo and his destructivWaaagh! currently raging through the sector. It is a plan that hasgone horribly wrong or the Imperial orces, and their suddenstrike has allen into a trap set by one o Grimtoo ’s lieutenanThorgoz Foerender o the Bonespite clan.

Aeyras is an inhospitable jungle moon, its small greensphere wrapped in a tangled web o carnivorous plants

and mindless predators. Only a hand ul o areas were evecleared by the rst colonists, and these had to be constantlymaintained against the assault o the ast-growing foraWhen the Severan Dominate established itsel , the ewhuman inhabitants o Aeyras were indi erent, eking out themiserable lives in their small, walled towns, with a constantsuspicious eye on the nearby, looming jungle trees. Only whenthe Imperium arrived and began hunting down those loyalto the traitor Severus did Aeyras become important, a placeto hide or those feeing Imperial justice, even i it meanentering the perilous green hell. Then the Orks came, andwhat ew human settlements that survived on Aeyras werput to the torch, their inhabitants killed or feeing into the

jungle. For the Orks, the moon was an ideal base; the harsh jungle was well suited to their physiology and a per ect placeto build their strongholds. Almost too late, the Imperiumrecognised how deeply the Orks were taking root on Aeyrasand nally moved against them to deny them this re uge.

During their deployment on Aeyras, the Player Characterscross some o its most inhospitable terrain and ace some o most vile predators, not counting the Orks and humans they haveto deal with. The journey, which starts at the Teeming, deep inthe heart o the Ork-held jungle, and leads back to their landingzone across the Fallow River, is known as the Hard Road; it is

Gm G uidanCeIn addition to the in ormation presented in the maintext, there are numerous “GM Guidance” sidebarsthroughout the adventure itsel . These sidebars providethe GM with tips, advice, and general guidance onhow to deal with aspects o the rules, the actions o the players, and the development o the plot. GMGuidance also provides an insight into the design o the adventure, explaining the intention behind anencounter or NPC and how its role or place in theadventure was envisaged.

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the path Imperial orces have blazed to get where they are andthe path they must use again in their great retreat. The GM canuse the background in ormation here on Aeyras and the HardRoad to help develop and run the encounters in E lEvEnth

h Our , lling in details and adding colour to the action. I theGM wishes to use Aeyras in a campaign, this in ormation canalso be use ul or establishing Aeyras as a ully fedged world andstrategic point in the struggle or the Karacallia system.

The TeemINGThe largest eature o Aeyras is known as the Teeming, avast wound upon the world, estering with a web o deadlyvegetation. At some point in the moon’s distant past it su ereda strike rom an immense asteroid or some other orm o spacedebris, orming a crater dozens o kilometres across and several

deep. Over time, this crater slowly lled up with hostile fora andauna as the moon’s jungle reclaimed it, creating a great hole inits sur ace lled with a tangled mess o trees and vines reachingdown into the earth. When human settlers rst arrived on Aeyras,they purposely avoided the Teeming and its mass o wildli e as itwas too dangerous to explore or exploit, instead avouring areasmore easily cleared and tamed. Over the years, the humans evendeveloped superstitions about the Teeming, coming to view itas the dark heart o the jungle and bestowing on it a kind o sentience like some nature god o ancient times.

When the Orks arrived, they saw the Teeming as somethingelse: the per ect place to build their orts and make a baseto strike out at the rest o the moons o Horon. Thorgoz

wasted no time in establishing his clan in its depths whereeven orbital strikes could not reach, and clearing out wholesections or workshops and stockpiles. In the space o but a

ew short years, the Teeming became an Ork stronghold andthe central point o their operations around Horon. Attemptsto destroy the Teeming rom orbit invariably ailed, the deepcrater and dense jungle shielding the Ork nest below. Todate, no human has entered the Teeming and returned alive,leading to endless speculation by Imperial commanders as to

just what the Ork base contains and what it is the brutishxenos are doing down there.

s CraP FortsAround the edges o the Teeming, the Orks have constructeddozens o ortresses, ashioned rom whatever they could laytheir hands on. These orts are both listening posts as wellas entrances to the Teeming, conveyers and grapple bridgesdescending down behind and below them into the depths o the crater. The Imperium has designated these the “Scrap Forts,”both to distinguish them rom the other Ork Forts closer totheir landing zones and because they seem to be constructedlargely o the bones o the jungle beasts indigenous to Aeyras.While crude in appearance and design, they are neverthelessquite de ensible, as the rst Imperial Guard units to reach theirwalls have discovered. Even once inside one o these orts,there seems to be no rhyme or reason to their layout, andmany descend into the earth and tunnels linking them toothers along the Teeming’s rim.

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s WitChBaCk C limBThe Teeming lies at a natural high point on Aeyras’ sur ace,at the top o a series o broken ridges and jagged hills. Even

nding a path to the edge o the Teeming is di cult, withoutthe presence o the Orks or the various hostile jungle predators.Only one or two decent avenues o ascent lead both in andout o the Teeming, the most direct being the switchbackclimb, a series o interlocking ridges and steep cli s alongwhich a narrow pathway snakes up out o the jungle. In manyplaces, the switchback climb orces those using it to scalesheer rock aces or squeeze down narrow ssures to continue,and practically every turn and twist is a per ect place or anambush. In many places, the Orks have laid traps or thoseon the trail, such as spiked walls to impale or push victims totheir deaths, dead alls and bolder traps to crush those belowor cut o their advance, or even simple explosives to blastaway sections o the path, trapping travellers or sending themtumbling to their deaths.

r ottinG F allsThe high hills where the Teeming rests are surrounded on

all sides by a vast expanse o swamp; the rivers and streamstumbling down the switchback pour into its brown murkydepths. Where the climb meets the swamp, there is a greatwater all o greenish, vegetation-choked water known tothe Guardsmen on Aeyras as the Rotting Falls. Originatingin the depths o the Teeming, the river that eeds the allsis lled with the rotting detritus o millions o tonnes o

jungle, rom decaying animal li e and writhing insects tobarely recognisable brown mulch and even whole trees allen

rom the walls o the crater into the river below. In recenttimes, the Orks have also started to use the river to disposeo waste in the Teeming, and all manner o garbage canbe ound alling over the rotting alls and into the swampbelow, such as twisted and broken machinery, toxic slicks o unknown chemicals or, more o ten than not, the corpse o some un ortunate grot.

heLLFeN hIGhLANDsWhere the ridges and hills surrounding the Teeming meetthe lower jungles o Aeyras, a vast swamp known to theinhabitants as the Hell en Highlands stretches out in alldirections. A ormidable natural barrier, the highlands canonly really be crossed by boat, or aerial transport. Travel on

oot is practically impossible given the depths o the dark

brown waters and the endless kilometres between dry land.When humans rst settled Aeyras, they ound the highlandsboth a good place to hunt and also dump their waste. The

ormer practice became a staple pastime o the settlers andthe source o much o the indigenous ood (given the limitedareas to grow crops on Aeyras). However, the same creaturesthat the settlers hunted or ood would also sometimes huntthem, and in the centuries o human settlement, hundreds

o predators have been identi ed and catalogued in thehighlands, making it among the most dangerous places

to travel in small numbers anywhere on Aeyras.When the Imperial Guard rst landed on Aeyras as

part o Operation Hammerstrike, their plan was to

bypass much o the swamp by air, establish a orward base athe edge o the Teeming and then supply the ront by boat.The reality is that even with the Scintillan 17th’s extensiveresources, much o the Imperial Guard equipment has had tobe erried across the Highlands and a long, protracted supplychain now extends throughout the swamp with camps andoutposts at various points to guide boats through the mists.

t he d eePsWhile most o the Hell en Highlands varies rom knee- tneck-deep water, there are places where the muck- lled watergets deeper… much, much deeper. These are natural sinkholes that are lled with strange currents and riptides romunderground streams that can pull a man or even a boat downwithout warning. The original settlers identi ed many othese Deeps, and o ten used them to dispose o waste, thougthey never strayed too close. Un ortunately or the Imperi

orces, most o the human settlers (those that survived thassault o Thorgoz and his Ork clan) are still loyal to theDominate and eel no compulsion to tell this latest batch oinvaders about the Deeps. As a result, the Imperial Guard has

already lost several boats and numerous men to the Deeps andis only now starting to realise the danger they pose.

s hiFtinG FensThe Highlands are constantly in motion, vast islands o jungletrees foating reely across the water in an endless journey. Inopen stretches o water, these shi ting islands pose little threato travellers, and in past times the settlers even used them as a

orm o transport (albeit a slow one). Where the swamp closin and the oliage gets thicker, the danger o the shi ting enbecomes more acute, as they become a real danger to boats aswell as making navigation more troublesome. The Orks haveturned the shi ting ens to their advantage, and o ten boobytrap them, seeding them with explosives so that i an islanddri ts too near a boat, it will explode or unleash a volley o r

rom hidden guns. The Orks have also been known to hidein them, allowing the ens to dri t silently towards their oebe ore bursting screaming rom the trees. The Imperial Guardon the other hand, has had nothing but grie rom the ens andmore than one transport has become lost a ter relying on them

or navigation, only too late realising their error.

C amP BlaCkFenWhere the Hell en Highlands meet the open stretches oAeyras, those areas cleared long ago by the rst settlers,

the Imperial Guard have established Black en, the primarysupply point or their orces orward o the Fallow Rivline. In the weeks since the invasion, the camp has swelledin size as more and more regiments have been sent overand across the Highlands, and it became clear to the localcommanders that supply by air is no longer logisticallyviable. Almost every kind o resource a regiment requirecan be ound at the camp, crates stacked high on the edgeo swamp or being loading into ships, while new companiesare equipped or the ront line be ore boarding their boator, i they are lucky, getting into their Valkyries or thelong journey to the ront. The camp can also be a lawless

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place—removed rom the strict discipline o the landingzones, a black market thrives and Dominate loyalists moveamong the ranks o the Imperial Guard, buying weaponsand supplies rom their “ ormer” enemies.

FALLOW RIveR Where the Hell en Highlands meet the human settlements andthen stretch across the open plains towards the Imperial Guard

landing zone cuts the Fallow River, a vast tributary fowing romthe swamp all the way down towards the distant, murky sea. Theriver was the closest point o human settlement to the Hell enHighlands and the Teeming, making it an ideal orward base

or the Imperial Guard. Around the old Dominate settlemento Highbridge, which straddles the Fallow, the Imperial orceshave dug in and created Firebase Long-tooth, their rst line o de ence or the landing zone, some 20 kilometres urther downthe plain. The ruins o the town, rst attacked by Orks and then

nished o by the vanguard o the Imperial assault, is littlemore than a shell o burnout buildings and ash-covered elds.Where once the settlers gathered ood rom the Highlands andmined the local hills, now trenches criss-cross the ground and

sandbag walls surround sunken positions and bunkers. On thear side o the river, where once the shrine to the God-Emperor

stood be ore being de led and looted by Orks, sits the orwardcommand and control station, a centreo vox activity and a key uplink tothe feet and other Imperial orcesaround Horon.

t he r iver The Fallow River orms a ormidable natural barrier to any

orce trying to assault out o the swamp, its seemingly sluggishmotion hiding deep waters and deadly currents. Over 100metres across at its most narrow point, the river can only bereliably crossed by boat or bridge, and only the bravest, ormost oolhardy, would try to swim it. Even crossing by boatholds some danger, as debris rom the swamp is a commonsight fowing down its length, and the Imperial Guard haveeven gone so ar as to dump scrap (taken rom the ruins o Highbridge) into its depths. These hidden obstacles can tearthe hull o a boat or impale an unlucky swimmer, visiblein the murky water only when it is too late. It is the hopeo the local commanders that should the Orks try to crossthe Fallow, they will be slowed by the river, though no oneseriously believes that it will halt them inde nitely.

F ireBase l onG - toothOne o the oldest settlements on Aeyras, Highbridge wasestablished to harvest ood and resources rom the Hell enHighlands and send them down the Fallow to the settlements

closer to the sea, where they would be sold or taken o world. In recent times, Highbridge became a ocal point orDominate loyalists feeing rom the Imperial Guard orcespushing into the Periphery and a gateway to the relativesa ety o the Hell en Highlands. This all changed when theOrks arrived and Highbridge, with its close proximity tothe Teeming, was among the greenskins’ rst target. By thetime the Imperial assault orces arrived as part o OperationHammerstrike, the settlement was already in ruins, its ewsurviving inhabitants hiding in the ruins o their cellars.Since then it has been trans ormed into Firebase Long-tooth, a strong de ensive position with its guns rmly acingtowards the swamp.

t he m eChaniCus BridGeAmong the only surviving structures in Highbridge, and theonly permanent way across the Fallow, is the vast MechanicusBridge, a product o the Adeptus Mechanicus presence inHighbridge and dating rom a period when the Magos Biologiswere studying the swamps o the Hell en Highlands. Scarredby war and damaged by the rampaging Orks, the bridge isbattered and burnt, but still standing. The Imperial Guardhave secured the bridge or their own advance and createdstrongpoints at either end, as well as a orti ed position onthe bridge where its ancient controls allow it to be raisedand lowered. Unless speci c orders are given, the bridge isalmost always raised. Only a ranking o cer may commandthe bridge be lowered, especially in times o emergency orwhen enemy orces are present.

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Part I:Dead Run

“Emperor’s teeth, give me Orks any day over these Navy cowards and their orbital bombardments... I can ght Orks.”

–Captain Vanus, Catachan 14th Recon Company

T he adventure begins with the Player Characters andtheir squad entrenched on the rim o the Teeminga ter weeks o hard ghting up out o the highlands

and into the outer Ork ortresses. The GM should read orparaphrase the ollowing to set the scene or the PCs:

It has been several weeks since your company landed on Aeyras as part o Operation Hammerstrike. Members o the Catachan 14th Recon, you have been at the ore ront o the ghting or all that time, pushing deeper and deeper into Ork held territory. A ter several hard battles supporting the orces o the Scintillan 17th, your company has nally reached the Teeming, a vast jungle crater where the Orks have

made their primary strongpoint. A ter a particularly bloody night, your squad has become separated rom the rest o your company.You are now holed up in the ruins o an Ork ort, with only your platoon sergeant Dryak and a hand ul o wounded men. The task o re-joining your platoon greets you with the dawn.

The GM should use this opening scene to allow the playersto introduce and describe their characters to each other, andalso ask Dryak any questions they might have about Aeyrasor Operation Hammerstrike. Though things will soon change

or the worst, the players should start the adventure by comingup with a plan to escape the ruins o the Ork ort and rejointheir company, which they believe is still somewhere below

them along the ridge line. The GM should also make themaware that a ter weeks o airly light resistance the area seemto be crawling with Orks, and as soon as they leave their

oxholes they are likely to run into a patrol. Their squad wasten strong last night, but in the last brutal Ork assault, all butthe PCs and Dryak were killed or severely wounded. Amongthe wounded are Rork (unconscious rom a head wound)Tabas (blinded by a stikkbomb), Ganal (missing a leg rom aprecise choppa blow), and Qaron (slowly bleeding out rom a

slug in the gut). Notably, the squad’s vox operator Danus waskilled and the vox-unit took a ew rounds.

While the PCs get acquainted and take stock o thesituation, Dryak tinkers with the broken vox (or i one othe PCs wants to try to x it, he can tinker with it—no testis required or this). Be ore they leave their encampmenthe vox suddenly crackles to li e and the GM should read orparaphrase the ollowing:

Suddenly the vox comes to li e in a babble o voices andcommanders. A ter a ew moments o listening, you piece tmust have happened while you were cut o in the ort. It seemOrk counter-attack has been launched against the Imperial aand is threatening to encircle everyone between the TeemingFallow River. To prevent the advance elements o the 233rd ao the 14th rom being cut o , a general retreat has been oall units beyond the Fallow are to all back. To prevent a breakto the landing zones, the Imperial Navy will “glass” the entiraround the Teeming, bombarding it rom orbit in an e ort toOrk attack. The bombardment will begin in 11 hours…

Dryak curses and swears at this news, and spells out thesituation i the PCs are not entirely sure what this means: theymust climb down rom the Teeming and cross kilometres oswamps and then the Fallow River be ore the bombardmentbegins. How the PCs get to the Fallow is up to them, but oneway or another, in 11 hours the entire area will be hit romorbit, whether the Guardsmen are clear or not.

A messY exTRACTIONThe PCs’ rst task is to escape the Scrap Forts and reachthe Switchback Climb. They also need to make a decisionwith Dryak about the wounded, who slow the squad downto a crawl i they try to carry them out down the SwitchbackClimb. They also probably want to attempt contacting therest o their company, but are unable to raise them on the voxThey will soon learn o their ate once they escape the o

and return to their last known position.

Breakout To nd their way past the Orks and out o the ort (a maze oscrap and re use), the PCs must break through their lines. Withthe majority o the Ork counter-attack taking place in the junglesbelow, the Orks around the PCs’ position do not yet outnumberthem excessively, and a quick, decisive action could create a gapThis rst encounter is a chance or the PCs to try out the rulesand see what their characters can do. I the GM wants to keepthings straight orward (advisable i this is his player’s rst taso the system) he can have them ace a single patrol. He shoul

Gm G uidanCe : s erGeant d ryak

Sergeant Dryak is a hardened veteran o the Catachan233rd Regiment and a long serving member o the 14thRecon Company. Scarred and mean, he has served inthe PCs’ platoon since they came to the regiment andthey know him well. A hard-nosed o cer, Dryak iswilling to make the di cult choices that come withwar, and will leave people behind i there is no otheroption, or accept that ate himsel i he is slowing downthe group. The inclusion o Dryak rom the beginning

o the adventure is to give the GM a tool with whichto help the PCs make decisions or o er in ormationon Aeyras, the Orks, or the Imperial Guard, which theplayers might not know themselves. The GM can alsouse him to keep the story moving i the PCs get stumpedat some point or get o track, though he should not beused to actually order the PCs around (even though hemight be higher than them in the chain o command)and the players should still guide the action. I the GMwishes, he can remove Dryak rom the story, eitherhaving him killed in the night raid or shortly a ter theyset o towards the Fallow River.

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describe the maze-like nature o the ort, still littered with thebodies o Orks and Guardsmen rom the recent assault, lledwith shadows and distant echoes. The PCs then come upon agroup o Orks hunting or Guardsmen, who launch into anattack on sight. The group o Orks is made o 3 Bonespite OrkBoy (see page 30 or pro le), one with a slugga and two withshootas. The encounter should start with at least 30-40 metresbetween the combatants to give both sides a chance to use theirranged weapons to the ullest (though the Orks try to close thisdistance). For more experienced players, or i the GM wants tospice up the encounter, he can add any or all o the ollowing:

• Scrap Cover: The combat takes place in the corridorsand caves o the ort and there is ample cover around i the PCs want to use it. I the PCs look or cover, they can

nd something to hide behind, increasing their Armour

Points by 4 against ranged attacks.• Shadows and Echoes: The interior o the ort is badly lit,

i at all, and both sight and sound can be misleading. PCssu er a –10 penalty on their Ballistic Skill Tests unlessthey hold a torch (or attach one to their weapon), createsome light where they are ghting (like a re), or lure theOrks into an area where light is coming down rom abovethrough a hole. In addition, i the PCs use Stealth to sneakup on an Ork, they receive a +20 to their Stealth Tests.

• Running Battle: The encounter can take place in a singlechamber or tunnel, with both sides ghting it out until oneis destroyed. However, to make things more interesting,the GM can turn the encounter into a running battle, witheither the Guardsmen or the Orks chasing the other. Thiscan be achieved either by having a lone Ork ace the PCsand then all back into a chamber to lure the PCs into aposition where they can be fanked, or by having Dryakpresent and prompting the PCs to all back i the Orks aregetting too close (pushing closed doors or trying to lurethem into ambushes). The execution o a running battleis largely narrative, though the GM can award the PCs a+10 bonus their Ballistic Skill Tests i they manage to getthe Orks in a vulnerable position (such as luring them intocross- re with Guardsmen on all sides, sniping them romhigher ground, or attacking them rom hidden positions).

t he l ost 14 thA ter killing the patrol, the PCs have cleared an exit rom

the ort and can bring their wounded down the ridge backtowards the position where their company was. Things arestrangely quite (almost too quite) and as they make their waydown towards the switchback climb, the GM can read orparaphrase the ollowing:

With the Ork orts and the Teeming at your back, you move down the ridge in the weak morning light. Despite the warnings across the vox o the Ork assault, the entire area seems deserted. As you reach the rst trenches o the 14th’s position, you expect to be challenged, but all remains quiet. Moving closer, you can see only bodies and death. Sometime during the night the company was overrun, the Orks moving on towards the Imperial lines.

The Player Characters’ company has been e ectivelydestroyed, and while some o its units and its commandershave been extracted, they nd no solace here. The place isa complete mess, with the shattered remains o two guttedChimeras (completely wrecked), and even a crashed Ork

ghta-bommer sticking out o one o the trenches. Most o theequipment has also been taken, though by picking throughthe human and Ork corpses, they should be able to stock upon lasgun ammo and rag grenades. It should be apparentthat they are on their own now, having been le t or dead, orpresumed dead. While there are no Orks here, the GM shouldmake it clear that they can see movement urther up the ridgeand it seems only a matter o time be ore more Ork orcesarrive. From the vantage point over the Highlands, they canalso see Ork ghta-bommers screaming down towards thedistant Imperial lines and the sound o ar o artillery.

The PCs need to keep moving, but they also need to dealwith their wounded. While they can make stretchers or them,the wounded severely slow the group down (something Dryakpoints out, though he does not want to leave them behind).They can take the wounded and keep heading down towardsthe swamp, though i they do, the GM should have themattacked by another Ork patrol (this time adding one moreOrk than there are PCs), as the Ork orces are gaining

Gm G uidanCe : t he t iCkinG C loCk

At the core o this adventure is the race to sa ety. The Player Characters must make it out be ore their own feet bombardsthe area between the Teeming and Fallow, including them i they do not reach Firebase Long-tooth in time. This shouldalways be on the players’ minds and every encounter they play through will be tied to this ever-present ticking clock.Depending on their actions, they will either reach the Fallow River with time to spare and only sparse resistance romthe advancing Orks or with the sky burning behind them and the pincers o Thorgoz’s attack closing be ore them. TheGM will need to keep track o this time so that he can work out its e ects on the nal encounter. Rather than counting

out individual hours and minutes, the GM can use an abstract method using the ollowing guidelines:• The PCs start their run with a Time Counter o 11 (this represents the 11 hours they have to reach Firebase Long-tooth).• At the end o every set encounter there will be a number (which can be 0 i no signi cant time was lost) depending on the

outcome o the encounter and the actions o the PCs. This number is then subtracted rom the PCs’ current Time Counter.• When the PCs reach the Fallow River, the GM can use the PCs’ current Time Counter to adjust the nal encounter

accordingly, using Table 1-3: Out o Time .• I the Time Counter reaches 0 be ore they reach the Fallow, the bombardment begins.• Unless there is a reason why the PCs would not have access to the vox-net or their chronometers, the GM can be

open about their time score and just how much they have le t.

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on them. Alternatively they can try to nd some transport orwounded (or even themselves). I the PCs do not considerlooking or transport, Dryak suggests it, also pointing out thatthere should be Scintillan 17th positions nearby.

To get to a 17th position means circumnavigating a sectiono the Teeming. The GM can throw another Ork patrol at thePCs, but they should be encouraged (perhaps through Dryak)to move with stealth, leaving the wounded hidden in the 14th’strenches. To get there without a ght requires a Routine

(+20) Agility Test rom each PC, or a single Challenging(+0) Agility Test i one member wants to nominate himsel as point man. The GM can give them a +10 bonus i they usedisguises ( rom the dead Orks) or i they create a distraction(such as setting o explosives in the ruined ort as they set o ).It should be apparent while they are sneaking that there is amajor build-up o Orks going on, and in an hour or two thiswhole area will be a very bad place to be.

When they reach the 17th’s position they nd it likewisedeserted, the Guardsmen having pulled out during the night.Most o the equipment is gone and there are no unctioningtransports, but some damaged ones, as well as some high-power vox casters.

t he Broken BirdA search o the 17th’s position nds their cleared landing zoneand a badly damaged Valkyrie that has been le t behind. It hassu ered heavy damage to its intake ans and one o its wings,though a bit o time and some technical ability could patchthe damage or a short fight. A Hard (–20) Tech-use Test is required to get it going, though i the PCs recall the ghta-bommer and send someone back or parts, they receive a +30to the Test (though the Machine God may not orgive them

or using parts rom vile xenos technology). I they do get itworking, its weakened engines are only able to carry either the

PCs, or their wounded (Ganal is able to fy it despite missinga leg). Dryak o course argues to send o the wounded, anddoes not accompany the PCs i they take it or themselves,cursing them as they leave. I the PCs do take it orthemselves, they make it as ar as the swamp (e ectivelyskipping The Bloody Trail section be ore they are shotdown by Orks, their own Hydra fak batteries, or theValkyrie simply ails).

C ryinG W olFI the Player Characters cannot getthe Valkyrie unctioning, they do not trust

their Skills, or want to take their time, they can tryto call or extraction. The high-powered vox casters arecapable o reaching the 17th’s lines, but the PCs will need topersuade them to send a bird or pickup. Because they are arbehind enemy lines, only a very good reason will get the 17thto send aid. Convincing lies could include: claiming they havean important o cer in their presence (such as Jupine, whoironically is actually missing), claiming they have vital

intelligence on the Ork plans, or saying theyhave some piece o vital Imperial

equipment or codes. One PC,chosen by the group to make

the vox transmission, must then make a Hard (–20) CharmTest . The GM should have the PCs come up with somereason at least, but it does not have to be more detailed thanthose mentioned above. I the PCs do come up with a goodstory (at least putting some e ort into the details) he can givthem a +10 on the Test. He can also give them an additional+10 i one o the PCs has the orethought to search the dead

or name tags and codes making the call more convincingI they are success ul, a Valkyrie is dispatched and arrives

about 30 minute (during which time the PCs might have toace another Ork patrol i the GM chooses). When it arrive

the PCs must either orce the pilot to take the wounded atgun point or convince him it is all above board, making eithera Very Easy (+30) Intimidate Test , or a Challenging (+0)Charm Test . I they ail, they must take the Valkyrie by orc

ghting o the our Scintillan 17th Guardsmen on board (spage 31 or Imperial Guardsman pro le). Like the repairedValkyrie, i the PCs use it or themselves, it will get them a

ar as the edge o the swamp be ore being downed.There is no immediate bene t in helping the wounded (and

not simply taking the transport or themselves), but Dryak isthere to remind them o their duty to the regiment and thatbravery is always rewarded while cowardice comes at a price. Inthe end, i the PCs do nd a way to get the wounded out it, it isworth an experience point bonus at the end o the adventure.

t ime Counter I the PCs take the wounded with them on stretchers, redTime Counter by 4, i they get them out by air, reduce it bythey leave the wounded behind, reduce it by 1.

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The bLOODY TRAILBeyond the Teeming, the next great obstacle is the SwitchbackClimb that leads down into the Hell en Highlands. By this time,the sun is near its zenith, the various other moons o Horonmoving across its ace like spots o black. The trail is pain ullynarrow and descending is slow (even slower i the Guardsmenstill have their wounded with them). The GM should read orparaphrase the ollowing as they begin their descent:

Leaving the edge o the Teeming behind, you begin your perilous descent down the Switchback Climb, a narrow trail cut haphazardly into the hillside. Only days be ore, your company ought its way up this trail and there is still the evidence o battle littering its slopes. Below, you can just make out the edge o the swamp in the hazy noon light, periodic fashes beneath the ever present mist a testament to the battle still raging.

The Switchback is a di cult climb, even or t soldiers, andthe PCs need to pick their way down, always on the lookout

or Orks. In addition to the Orks, there are a number o otherobstacles that slow their progress.

a B reak in the r oadShortly a ter beginning their descent, the Player Characterscome upon the Rotting Falls, a vast cascade o brown water

rom high in the Teeming, o ten choked with decaying trees andvegetation along with the detritus o the Ork base. The crossingthe 14th used, a makeshi t rope bridge, has been destroyed andhangs limply on either edge o the alls. The PCs need to repairthe bridge or nd another way across. Repairing the bridgemeans sending someone over to the other side, climbing alongthe cli , to take a rope across. This is aChallenging (+0)Athletics Test ( ailure indicates the characters cannot nd away across, not that he has allen). Complicating matters, twoOrks are hiding above the bridge with Big Shootas (see page30) and have set an ambush or any “humies” that might comealong. Having a cunning plan, the Orks wait until the PCs have

xed the bridge and are crossing. The Orks have used a netto catch fotsam and jetsam rom the alls, which they releaseto all on the bridge when the Player Characters are crossing.It requires a Challenging (+0) Dodge Test to leap to oneside (whichever is closer) or su er 1d10+3 damage and be le thanging rom the broken bridge. The Orks will then open upwith their Big Shootas on any Player Characters le t.

The Player Characters can detect the ambush, especially as theOrks have done this a ew times already. I the PCs are looking

or traps or an ambush they can make a Challenging (+0)Awareness Test to see something is amiss; the act that the bridgehas been repaired and re-broken a ew times, bodies glimpsedsomewhere below that must have allen rom the bridge, and stillwarm spent casings rom the shootas allen rom above. Spottingthe Orks is hard, however, as they have created their hiding spotwell. This requires a Di fcult (–10) Awarness Test and onlysucceeds i the PCs speci cally scan the cli above the bridge.

I the PCs cannot repair the bridge, the Orks attackanyway as they go to leave. The PCs can then nd a longerway around taking more time, climbing arther down the cli be ore crossing the alls.

l eFt BehindAs the Player Characters work their way down the trail, they spota tattered group o survivors slogging down ahead o them. Theycan easily catch up to the slow-moving group and discover threemembers o one o the 17th’s support regiments and a Navalliaison o cer named Halbast. These are men and women whowere not important enough to be air li ted out, or who have justbeen orgotten. The support troopers consist o two siege engineers(Tor and Limena) and a camp medicae (Reni), who the PCs can use

or medical attention—he will heal 4 Wounds o o each partymember, but this will reduce the Time Counter by 1. They aregrate ul to see the PCs, having lost the other members o theirsquad to the Orks on the bridge, only just getting away with theirlives. Halbast tells their sorry tale o being le t behind, the supporttroopers cut o during the retreat and himsel shot down whilemaking an aerial inspection o the orbital target zones. Dryakpoints out that they might be use ul, but that they will probablyslow them down. Halbast pleads to be taken with them, makingall kinds o promises about reward and medals or his return.

It is up to the players whether they take on the stragglers,but the GM can roleplay out the situation, using Dryak to

initiate a discussion over the choice and Halbast to try tosway them into taking him (the GM should try to play uphis worth as much as possible). There do not need to be anyTests involved; the stragglers (especially Halbast) want theprotection the Player Characters can o er, but i they are le tbehind there is nothing much they can do to stop it.

t ime Counter Reduce the Time Counter by 1 or descending the Switchback. I the PCs ailed to repair the bridge, reduce it by another 1. I the PCs rested or medical attention, reduce it by another 1. I the PCs still have the wounded with them, reduce it by another 1.

Gm G uidanCe : m aster oF o rdinanCe h alBast

Halbast is a coward and exists to get the PCs into troubleand cause them problems. The only reason the PCs mightwant to keep him alive is that he may be use ul later on(a act he constantly reminds them o ) when their ownpetty ranks and authority come up short. Halbast canin theory also call in support rom the feet, though thisis only possible once clear o the swamp, making him

valuable in other ways. The GM should use Halbast tospread doom and gloom at every turn; he always thinksthings are about to turn bad and moans and panics atany sign o trouble. He also tries to fee rom combatwhenever possible (which can be overlooked since he isnot supposed to be a rontline combatant) possibly orcingthe PCs to go a ter him as he runs o into more danger.Only when dealing with other o cers does Halbastcome into his own, straightening his stained uni orm andaddressing them with the air o someone used to givingorders and having them obeyed.

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Part II: Bloodin the Water

“Humies know nu n about dis here lth-water, splashing about like stuck grox when they nk they’s being all quiet-like, when we be watching ‘em, waiting to sink in the kni e and lay in the boot.”

–Nezgit Slymoon, Ork Kommando

A t the base o the Switchback the Player Charactersreach the Highlands. The GM can read or paraphrasethe ollowing:

You see a vast swamp stretching out be ore your squad in all directions, a heavy og hanging over it in the hazy light o the a ternoon; this is the Hell en Highlands. Your memories o the weeks o ghting in its etid waters is still resh in your mind, a green hell di erent rom your beloved Catachan, but just as dangerous.

The swamp cannot be crossed on oot and at the very

least the PCs need to nd some kind o boat or waterbornetransport to reach the ar side.

l ast Boat a CrossAt the edge o the Hell en, the Player Characters come acrossthe largely abandoned remains o a 17th camp with scatteredequipment and hal constructed orti cations, evidence the 17thwere warned o the bombardment well be ore the Catachans andpulled out the previous day. While they can avoid the camp, itlooks like it o ers the best chance o nding transport, and evenwith the bulk o the 17th gone, there are still crowds o ScintillanGuardsmen and support troopers here trying to nd transportamid the chaos. Among the several hundred Guardsmen standsa single Commissar trying to contain the rabble. As they enter,they see him in a heated argument with the crowd, surroundedby several dozen angry Guardsmen. The Commissar has his boltpistol out and seems to be holding them back or the moment, adead Guardsman at his eet, apparently the last brave soul whotried to rush him. This is Commissar Vorgan, attached to the 17th,who chose to stay behind to oversee the evacuation. There is onlya single operational transport le t, a large barge that can holdperhaps ty souls (only a raction o those still here). Vorgan istrying to select the ones to go but is in danger o being overrun.

Walking into this volatile situation, the PCs can choose to tipthe balance one way or the other, or simply steal the transport

or themselves while the stando is in progress. I the PCs wantto sway the crowd (one way or the other) then one o themacting as spokesman must either make a Challenging (+0)Charm or Challenging (+0) Intimidate Test on the crowd.As the crowd is all Scintillans, the GM can give the speakera +20 on Intimidate Tests i he play up his reputation as aCatachan. I the PCs side with the Commissar then he curtlythanks them or doing their duty and selects members or the

transport by lottery (the PCs deserve no special treatment).The GM can have each member roll 1d10 and roll one

himsel . Any player who rolls the same as the GM getsa place. Clearly it is unlikely that more than one PC

nds a place this way, but it can make or a tense situation ione gets a place and decides to leave the others (taking himselout o the adventure until they reach Camp Black en).

I they side with the mob, the Commissar is attackedand overwhelmed and then it becomes a ght to get to thetransport and get it moving. The GM should use the pro le

or Imperial Guardsmen or the mob (see page 31). Largelythe Guardsmen ght each other, and the GM can allow thePCs to reach the barge i they wish, running and dodginglas-blasts as they cross the camp, which has descended intoa pitched battle. To take the barge, the PCs need to de eat agroup o Guardsmen equal to the number o the PCs, who arede ending its ramp as they try to cast o . Once they take thbarge, it is up to them who they let aboard, but unless theyleave the dock right away, more and more Scintillans attack.

Sneaking onto the barge during the stando requires anOrdinary (+10) Stealth Test rom each PC or aChallenging(+0) Stealth Test rom a point man. There are six Guardsmenprotecting the cra t, who must be silenced be ore they can raisan alarm, which means using knives or hand-to-hand. I evenone gets o the barge, then the Commissar leads an attack withthe mob. The GM can run this as three waves o 10 Guardsmeneach, which must be seen o be ore the barge can put out.

Gm G uidanCe : s Cintillan 17 th

The 17th are a avoured blue-blood regiment rom thecore worlds o the Calixis Sector, primarily made up

rom the noble sons and highborn children o the greathigh amilies o Scintilla. Commander-General Pailushas always given the 17th more attention and avourthan the other regiments under his command because

o the origins he shares with it, and the relationships hemaintains between the amilies and houses o the o cersand commanders who serve in its ranks. As a result, the17th has gained a reputation as a “golden” regiment whichalways pulls the best duties and is deployed to zoneswhere it can secure the most glory or the least amounto risk. The 17th is also exceptionally well supported andequipped, being one o the only regiments under Pailusto have a ull complement o Valkyrie troop transports,allowing it to deploy ully airborne companies. In act,much o the supplies and support intended or otherregiments is diverted rst to the 17th, making sure itso cers and companies have the rst pick o whatevermaterial is ltering into the warzone.

Pailus selected the 17th or the assault on Aeyrasbecause he believed it would be a relatively easy victory,crushing the small Ork garrison and securing a keyworld, vital to the success o Operation Hammerstrike.The inclusion o the Catachan 233rd was a concessionto the terrain the 17th would ace and the result o lesser,more level-headed commanders advising Pailus that theirinclusion would greatly increase the chances or success.The reality is that both Pailus and the 17th look down onthe 233rd, seeing them as eral world brutes, or rontlinecannon odder, there to serve a purpose but lacking the

sophistication and good breeding o the 17th.

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The presence o Halbest can also be used to the PCs,advantage i they brought him along, and i they aid theCommissar, the Naval o cer gets them a place on thetransport without the need or the lottery.

I the PCs do not get a place on the last transport, or i they avoid the camp altogether, there are other options. Theycan try to scavenge or build their own ra t rom the brokenand bogged vehicles along this edge o the swamp. This takes

time, almost certainly sparking another encounter with Orks,and later on such a shoddy cra t might cause them problems.The GM should secretly make a Tech-Use Test or one o thePCs (the one with the best Skill) adding +10 i they haveeither o the engineers (Tor and Limena) with them. I theTest is passed then all is well, otherwise the ra t has a seriousfaw, which might be a problem later when it starts to sink.

t ime Counter Reduce the Time Counter by 2 i they make it onto the Imperial barge, or 3 i they are orced to scavenge/build their own.

a l ast s tandShortly a ter the Player Characters set out across the swamp,the sun starts to set behind Horon and the swamp becomes

lled with mist and shadows. The GM can describe the eerinesso the swamp, which is dark even in the middle o the day andalways lled with mist reducing visibility to a ew hundredmetres or less. Then, up ahead, they hear the crack o lasgunsand see fashes in the darkness. On the edge o their vision,resolving itsel out o the mist, they see a downed Valkyrie,hal submerged in the swamp, surrounded by Orks ghting asquad o our o cers around a more impressive gure. This is

Lieutenant-Commander Jupine, shot down during the retreatand making a last stand. It is quite possible that the PCs leave

Jupine to his ate, though i they have Halbast or Vorgan onboard, they recognise the commander and try to get the PCsto help (or order them in Vorgan’s case).

Getting close enough to help presents its own problems, asthe downed transport is resting on a submerged island about20 metres across surrounded by deeper water, and there is novisible dry land. The PCs’ barge or boat is too big to approach

more than 30m rom the ghting because o the tangles o submerged roots, orcing them to engage at a distance or swim/wade a short distance to get some ooting. Moving or ghtingthrough the water requires a Routine (+20) Athletics Test each turn, with a ailure allowing the PC to move hal hisnormal move distance but take no other action, until he canactually climb onto the Valkyrie. Time is also a actor in therescue i the PCs choose to help Jupine, and the GM shouldmake it apparent that in a matter o moments, the commanderand his men will be overwhelmed (every two Rounds, the PCscan see another one o the our o cers blown apart by a sluggashot or dragged down into the swamp). The GM should givethe Player Characters 8 Rounds to either kill all the Orks orreach Jupine’s side (at which point they can e ectively providehim with personal protection), be ore the commander alls.

Facing Jupine are 8 Bonespite Ork Kommandos (see page30 or pro le), elite troopers sent into the swamp to prey onthe feeing Guardsmen. Robust and skilled in swamp war are,the Kommandos do not need to test to move about in thewaist-deep water like the PCs. Throughout the encounter, theKommandos primarily ocus their re on the commander, andonly two to three re on the PCs in any single Round.

t ime Counter Saving Lieutenant-Commander Jupine reduces the Time Counter by 1.

Gm G uidanCe : Commissar v orGan

The PCs are not brigands or adventurers out or theirown glory (though they may act like it) but part o a much larger organisation and chain o command:the Imperial Guard. Their meeting with CommissarVorgan should make this clear, and the GM can use itto remind them o the dangers and privileges o rank.

Vorgan expects them to do their duty, even i it meansbeing le t behind and dying. This is, a ter all, expectedo all Guardsmen and part o their oath to the God-Emperor. He may respect them or their bravery andsee their worth as soldiers, but they cannot bargainwith or bribe him. This is an important point or thePCs, as it can present them with two choices: keepingtheir oaths and obeying their o cers, or desertingand doing anything it takes to escape the targetzone. Part o this choice, and another aspect o theencounter the GM can highlight, is the di erencesbetween regiments. This comes out in the distrust theScintillans show the PCs, the de erence Vorgan treatsthem with as Catachans (skilled soldiers but savages tothe noble men o Scintilla), and the act that they areo ten greeted with; “what is it… Catachan?”

Gm G uidanCe : l ieutenant -Commander JuPine

Jupine is the quintessential Imperial Guard o cer,noble o birth and lled with a sense o his own greatworth. To Jupine, the PCs are expendable assets whoshould naturally respect his command and want toget him to sa ety, and regardless o how heroicallythey per orm or the lengths they go to, he also sees

their action as their duty—always expected o them.The GM can use Jupine to annoy the PCs by bossingthem around and looking down on them, acting highand mighty—ideally the players should be seriouslyconsidering killing him by the time they reach theFallow River. Jupine is undeniably use ul and makestheir passage through Camp Black en easier, at leastwhen it comes to landing. The GM can also use Jupineto remind the PCs about the chain o command, as

Jupine is technically their superior o cer (even thoughhe comes rom a di erent regiment), orcing them tocha e under his demeaning orders.

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Beasts BeloW Throughout the journey, the Player Characters hear gun reand explosions o in the dark, while overhead (hidden by thecanopy o trees), jets can be heard screaming across the sky. Itis a long night as their cra t slowly makes its way across theHell en, navigating the natural hazards and hearing beastsmoving in the water beyond their eld o vision. The swampis also crawling with Kommandos and the GM can includeany o the ollowing encounters, refecting the PCs allinginto one o their ambushes.

• Booby Traps: The Kommandos have set mines andother explosives just below the sur ace or in the trees withhidden trigger wires dangling rom above waiting or aboat to snag them. The GM can allow any PC on watchto spot these traps with a Challenging (+0) AwarenessTest and then steer the cra t around them. I they triggerone, it damages their cra t (slowing them down) andeach PC must make an Routine (+20) Dodge Test orsu er 1d10 Damage rom fying debris. These traps areo ten combined with an attack, and the GM can have 6Ork Kommandos leap down rom the trees just a ter the

explosion goes o .• Humie Bait: Orks are cunning oes and know how totrick dem humies good. To this end, the Kommandosuse captured Guardsmen to lure others into traps. ThePCs hear some cries or help o in the dark. I theyinvestigate, they nd hal a dozen wounded Guardsmenstranded in a tree. They cannot get their boat right upto the tree because o submerged roots and have to getout and wade a hundred metres or so to help them. Thisis when 6 Kommandos, hiding under the water, leap upand attack them in close combat. The GM can allow thePCs to spot something is wrong with a Challenging(+0) Awareness Test ; on a success, the PCs discernthat the Guardsmen appear tied to the tree and they areconstantly looking down into the water below them.

• Hull Breach: The PCs experience a lull in the ghting,during which they can hear sounds in the distanceand silence reigns or a time. At this point, six OrkKommandos try to get on board their vessel and breachits hull, sending it to the bottom. The GM should haveany PC on watch (not including those resting romwounds or engaged in conversation with NPCs) makean Awareness Test while making a Stealth Test or theKommandos (a single Test or all six will su ce). I aPC passes his Test by more Degrees o Success than

the Kommandos, he spots one and can raise the alarm.Otherwise, the Orks try to kill o as many o the crew asquietly as they can and then plant a charge to blow outthe hull. Whether or not the PCs detect the Kommandos,they need to deal with the set charge (a huge bundle o stikkbombs) which has been welded to the hull. Thiseither requires a Challenging (+0) Strength Test totear it o and throw it into the water or a Challenging(+0) Tech-Use Test to de use.

t ime Counter Detecting the Kommandos and dealing with the bomb reduTime Counter by 1, which includes the time it takes to avoidI the bomb goes o , the PCs will need to repair their cranother, which reduces their Time Counter by 3.

a ny Port …As the rst rays o dawn pierce the swamp mists, Aeyras’ brinight coming to an end as its orbit takes it out o Horon’s shadow,the Player Characters come to the end o the swamp and reachthe Imperial supply camp. While it is possible to avoid the campand make a landing arther down the shore, this increases thetime it take to get to the rebase (the only real road leaving romthe camp) and they will miss the chance to gather more supplies.Camp Black en is in chaos, much like the area where theyembarked, and they are red on by Guardsmen at the dock asthey approach and are warned o . I Jupine is present, he tries order the Guardsmen on the shore, but they must be convincedor bribed in some way, ear ul as they are o the tricks o the OKommandos. This requires a Challenging (+0) Intimidate ora Challenging (+0) Charm Test , with a +20 bonus i Jupineis present. I this ails, or the PCs instead try to orce their waashore, they will need to ght eight Guardsmen, two o whomare manning a heavy stubber (use the pro le or a Big Shootaon page 30) atop a pile o crates. I the PCs kill at least hal thGuardsmen, the rest retreat. As the PCs make their landing, theGM should read or paraphrase the ollowing aloud:

You recall Camp Black en rom your rst deployment to thHighlands, though back then (only a week or two ago) it wasmore ordered place. Now groups o Guardsmen are lootscavenging what they can, everyone looking or transport out towards the Fallow to reach the edge o the bombardmOnly a ew o cers seem to be in evidence, but are doing maintain order. Adding to the eeling o impending doom,constant droning warning over the camp vox that endlessly “Warning, you are in a Naval orbital barrage target zone, vthis area immediately, warning…”, reminding you that yoonly hours be ore this whole area burns.

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The PCs can use this chance to restock on ammo andweapons as well as gain some medical attention (+30 on anyMedicae Test because o access to supplies). Jupine, i he ispresent, voxes or extraction, though he is not able to getthrough, as the vox net within the target zone has been cuto in preparation or the bombardment. The PCs can try tolose him in the crowds o panic-stricken Guardsmen i theychoose, with an Easy (+30) Stealth Test , otherwise he stickswith them. The PCs can then set out towards the Fallow on

oot or scavenge a transport, but anything they secure needsto be repaired, all the best gear already having been taken.The GM can include the ollowing encounters, which canhelp the PCs reach the Fallow aster.

• Black Market: Seeking out any kind o authority inthe camp (or looking or transport or more weapons)leads the PCs to Petty Supply O cer Boran. An amoral

sort, Boran has only remained behind to get as manysupplies or himsel as he can, but has an escape routeplanned. I the PCs can strike a deal with Boran, eitherthreating him (a Challenging (+0) Intimidate Test )or convincing him it is in his best interests to take themalong (a Challenging (+0) Charm Test ), he nds thema unctioning transport. I they ail, Boran pretends tohelp but instead leads them into a trap with eight 17ththugs (use the pro le or Imperial Guardsmen on page31) among a maze o crates, be ore feeing. The PCs canchase him, i they can deal with the thugs. This ghtshould involve lots o close combat (using knives and

lasgun butts) in the close con nes o the crate stacks,with a running chase to nd Boran be ore he gets away.

• Summary Justice: At any point while the PCs are makingtheir way through the general disorder and looting o thecamp, they can come upon a young 17th o cer aboutto hang some Dominate loyalists. The loyalists, on seeingthe PCs are not rom the 17th, quickly o er their localknowledge to help i they are reed. The PCs can ignorethem, or try to rescue them, though it means either talkingthe o cer down requiring a Hard (–20) Charm Test or attacking (there are eight other Guardsmen plus theo cer). The GM can grant the PCs a +20 on their CharmTest i they come up with a good story, such as the o certhat they are escorting (Jupine or Halbast) wants to carryout the execution himsel , or that these Dominate soldiersmust be interrogated. I Jupine is present, he takes great

exception to the PCs reeing the loyalists and tries to getsome Scintillan Guardsmen to arrest them, orcing them tokill him or leave him behind.

t ime Counter I the PCs bypass the camp, it takes them considerable time to reach the Fallow across uncertain ground and the GM should reduce their Time Counter by 4. I they go through the camp and use the road,reduce it by 3. I they manage to get transport rom Boran, reduce it by 2. I they ree the loyalists, they can learn o a shortcut to the Fallow, decreasing any o the above reductions by 1.

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Part III: Fire in

the Sky“There are ew things like the ury o an orbital strike, and none so terri ying to behold rom the sur ace o a world. It is as i the hand o the God-Emperor Himsel is reaching down to wipe away His enemies in a storm o light and re.”

–Master o Ordnance Halbast Dain, 17th Scintillan AirborneAssault Group (Attached)

The nal part o the PCs’ escape rom the bombardment zoneis reaching the crossing the Fallow River. As they descend

rom the Hell en Highlands the GM should read or paraphrase

the ollowing aloud:Finally you can see the Fallow River stretching out ahead, the mists o the swamps li ting to reveal the ruins o Highbridge on its ar side and the high, cold walls o Firebase Long-tooth rising like a mailed st rom its centre. From your vantage you can see that the orward elements o the Ork assault are trying to cross the river and skirmishes are taking places at various points along its length. Klaxons can also be heard in the distance, heralding the nal minutes be ore the orbital strike begins.

This is the nal battle, the point at which the PCs eithermake it to sa ety or are consumed in ery death! To get acrossthe river, the PCs need to either use a boat or other transport,swim, or cross the Mechanicus bridge (the only survivingcrossing point). The ghting is heaviest at the bridge, wherethe Orks are trying to take the bunker guarding the sidenearest the PCs, but there are Orks ranging up and down theriver, trading shots with the Guardsmen on the ar side. Theruins o Highbridge spread out on both sides o the riverproviding the PCs with cover or places to hide should theychoose a stealthy approach. This nal battle is also wherethe time le t to the PCs comes into play and the GM shouldconsult their Time Counter and check on Table 1–3: Out o Time to see how it a ects the battle.

CrossinG the F alloW Crossing the Mechanicus bridge is the quickest way to getto the rebase, but also the most di cult. There are eightBonespite Ork Boyz (see page 30) and a looted Leman RussBattle Tank attacking the bunker (this number might bemodi ed by the amount o time the PCs have le t). The ruinallow the PCs to get close and to use cover (an additional 4Armour Points against ranged attacks). The tank has brokendown and the Orks are trying to x it to blast the bunker,though there is still an Ork manning a big shoota in its turret.I the PCs do not deal with the tank or kill all the Orks within10 Rounds, it res on the bunker and destroys it, opening theway across or the Orks and prompting the Scintillan company

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holding the ar end to blow the bridge. The GM can pointout to the PCs when they get close enough to the bridge thatthey can see its supports are packed with explosives.

This close to the edge o the target zone, vox units workand the PCs could call or aid. I Halbast is with the PCs,he is able to use his Naval codes to call in an airstrike on thetank, i they can get him to high ground to use a vox. Thenearest high ground is a gutted Imperial chapel, though it hasa small group o Orks guarding (or de acing) it. I Jupine is

present, he is able to call a company to cross the bridge andsupport their retreat (the GM can say the company countersthe Orks, allowing the PCs to get onto the bridge). In eithercase, as soon as the Orks are de eated, more start to close inand the GM should make it clear that i the Guardsmen stayhere they will die.

a d anGerous s WimI the PCs choose not to ght across the bridge, they must ordthe river. Swimming requires a Challenging (+0) AthleticsTest , while using a ra t or other makeshi t transport needsan Ordinary (+10) Agility Test by the Player Character

piloting it. The GM should also have each PC roll 1d10 (ora single roll or the group i they are all on a ra t). On a scoreo 1 or 2, they have become snagged on submerged scrapand must succeed on a Challenging (+0) Strength Test to ree themselves (this can be tested each Round). Crossingthe river takes ve Rounds, during which they may draw re

rom the Orks near the bridge (with no way to retaliate i they are swimming) unless they make a Challenging (+0)Stealth Test . Failing the Tests to swim or guide their cra t

orces them back to their starting point, at which point theymust use the bridge.

BloWinG the BridGeWhether the PCs swim or use the bridge to cross, the GMcan throw one last obstacle in their path: Nezgit Slymoon.

The Ork Kommando leads an attack on the bridge just a terthe PCs have swum to the ar side or run across the bridge.It is apparent that Nezgit is going to take the bridge i the PCs do not intervene. While they can retreat into the

rebase, i there are any NPCs with them (Dryak, Halbast, Jupice, or Vorgan), these men point out the danger andimpress upon the PCs their duty. The GM can have thecompany de ending the bridge ght the Ork Kommandosin the background and ocus on the PCs de eating Nezgit.

He is about to take the bunker de ending the near sideo the bridge, where the demolition triggers are located.The PCs must there ore de eat him and blow the bridgethemselves to stop a massive Ork advance. See page 30 orNezgit Slymoon’s pro le.

CONCLUsIONOnce the PCs have crossed the river, dealt with Nezgit, andthe bridge has been destroyed, they enter the rebase andthey can nally rest—at least or a ew minutes. An o cer

rom the 17th that greets them as they arrive (the 233rd hasalready pulled back to the landing zone):

“Thank the Emperor, you made it just in time. It seems the Orks have broken through to the south and HQ is extending the barrage zone. We’re alling back; this whole area is marked to be hit a ter they bombard the highlands and we need to reach the new de ensive lines in 6 hours…”

The GM can then conclude the adventure here. He can leaveit open with the knowledge that the players must then nd away o Aeyras be ore the Orks completely overrun the landingzones. Alternatively the GM can omit the new deadline i hewants things to be more nal and allow the Player Charactersto be picked up by the 233rd transport core, driving out acrossthe plains as the horizon burns behind them.

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Appendix:Allies and

Antagonists

Throughout the adventure there are a number o key

NPCs the Players Characters encounter—some maysupport the Imperium while others seek to destroy it.

BonesPite o rk BoyzThe core o the Ork ghting orce; hard, numerous, and bred

or war, Ork Boyz are ormidable opponents, especially whenencountered in large numbers.

Movement: 3/6/12/18Armour: Flak armour (AP 2).Wounds: 12Total TB: 8Skills: Intimidate (S).Unnatural Toughness: Orks are extraordinarily hardy andhave a Toughness Bonus 2 higher than normal.Weapons: Slugga (Pistol; 20m; S/3/-; 1d10+4; Clip 18;Reload Full) and Choppa (Melee; 1d10+5), or Shoota (Basic;60m; S/3/10; 1d10+4; Clip 30; Reload Full), or Big Shoota

(Heavy; 120m; –/–/10; 2d10+5; Clip 120; Reload Full).

BonesPite o rk k ommandoSpecially chosen Orks selected or their cunning and stealth,they range ahead o the main Ork advance.

Movement: 3/6/12/18 Wounds: 14Armour: Flak armour (AP 2). Total TB: 8Skills: Athletics (S), Intimidate (S), Stealth (Ag) +10Unnatural Toughness: Orks are extraordinarily hardy andhave a Toughness Bonus 2 higher than normal.Weapons: Slugga (Pistol; 20m; S/3/-; 1d10+4; Clip 18;Reload Full) and Choppa (Melee; 1d10+5).

n ezGit s lymoonNezgit, the leader o Thorgoz’s elite Ork Kommandos, isleading the advance to the Fallow River. Nezgit is a power ul

oe and is more than a match or any o the PCs on their ownso they must work together to take him down.

Movement: 3/6/12/18 Wounds: 25Armour: ‘Ard Armour (6). Total TB: 8Skills: Athletics (S), Intimidate (S), Stealth (Ag) +20.Unnatural Toughness: Orks are extraordinarily hardy andhave a Toughness Bonus 2 higher than normal.Weapons: Slugga (Pistol; 20m; S/3/-; 1d10+4; Clip 18;Reload Full) and Big Choppa (Melee; 2d10+6).

bon pit Or boy

6

37 19 46 44 30 24 32 26 21

WS BS S T Ag Int Per WP Fel

bon pit Or ko ando

6

43 23 46 44 32 24 32 32 29

WS BS S T Ag Int Per WPFel

N zgit sly oon

6

59 28 56 48 37 38 32 32 29

WS BS S T Ag Int Per WP Fe

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i mPerial GuardsmanThere are thousands o Guardsmen on Aeyras just like the PCs,most simply trying to do their duty to the God-Emperor.

Movement: 3/6/9/18 Wounds: 10Armour: Guard Flak Armour (AP 4) Total TB: 3Skills: Athletics (S), Awareness (Per), Evasion (Ag).Weapons: M36 Lasgun (Basic; 100m; S/3/–; 1d10+3;Clip 60; Reload Full), Combat Kni e (Melee; 1d5+3), 3 FragGrenades (Thrown; 9m; S/–/–; 2d10).Gear: Imperial Guard Uni orm, micro-bead, respirator, 4 clips

or Lasgun, Imperial In antryman’s Upli ting Primer.

s erGeant d ryak Sergeant Dryak is the commander o the PC’s Squad. Ahardended veteran o the Catachan 233rd Regiment, hehas seen many battles, and won the loyalty o all the menand women who have ever served under him. His priorityis always the well being o his Squad, and he is willing tomake the hard decisions to keep them sa e. Possessed o agru demeanour, he is nonetheless help ul and supportiveo his Guardsmen.

I the GM chooses to have Dryak accomany the PCsthroughout E lEvEnth h Our , he will likely becomeinvolved in the many combat situations they encounter.I this occurs, Dryak has the same pro le as an ImperialGuardsman with +10 to Toughness and Fellowship, and+5 to Ballistic Skill.

I p rial Guard an

28 38 32 31 25 28 33 22 27

WS BS S T Ag Int Per WP Fel

Op e r a t i o n Ha m m e r s t r i k e

/ / 1 7 5 6 . 1 2 / / De s i g n a t i o n - - A e y r a s

7 4 3 6 8 1 5 . M 4 1

+ + C L A S S I F I E D + +

Ca t a c h a n 2 3 3 r d – 1 4 t h R e c o n n a i s s a n c e Co m p a n y

ST A T U S: M i s s i n g i n A c t i o n

Ca t a ch a n 2 3 3 r d – 2 8 t h R e c o n n a i s s a n c e Co m p a n y

ST A T U S: M i s s i n g i n A c t i o n

M a l a n 1 2 0 t h – 1 s t A r m o u r e d Co m p a n y

ST A T U S: R e g r o u p i n g i n Fi r e b a s e L o n g - To o t h

Sc i n t i l l a n 1 7 t h – 5 3 r d A r m o u r e d Co m p a n y

ST A T U S: R e g r o u p i n g i n Fi r e b a s e L o n g - To o t h

So l o m o n 3 0 1 s t – 4 1 s t R e c o n n a i s s a n c e Co m p a n y

ST A T U S: M i s s i n g i n A c t i o n

Sc i n t i l l a n 1 7 t h – 7 t h I n f a n t r y Co m p a n y

ST A T U S: R e g r o u p i n g i n F i r e b a s e L o n g - To o t h

Ca t a c h a n 2 3 3 r d – 3 5 t h I n f a n t r y Co m p a n y

M i s s i n g i n A c t i o n

Or b i t a l Bo m b a r d m e n t

Or d e r S2 3 4

To m i n i m i s e l o s s e s a f t e r m a s si v e c o u n t e r a t t a c k b y x e n o s

e l e m e n t N e g z i t S l y m o o n , p l a n e t a r y c o m m a n d e r s Da r i u s

Qu i n t u s , Th e l a r i a E b o l i t h , a n d A l l i s t a i r W e s t e f r o n t o r d e r e d

t h a t I m p e r i a l N a v y Ba t t l e g r o u p Te l l r o s i n i t i a t e o r b i t a l

b o m b a r d m e n t i n t h e Fa l l o w R i v e r Ba s i n .

St a t u s o f a e c t e d I m p e r i a l f o r c e s l i s t e d b e l o w :

R e g ro u p i n g i n F i r ebas e Lo n g- t oo t h

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In the grim darkness o the ar uture, theImperium o Man is beset rom all sides

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