This supplement to Final TesTamenT, the first book-length adventure for Only War, contains a number of the inserts and handouts found within Final TesTamenT. Final Testament, a complete adventure for Only War, takes players to the war- ravaged mining A copy of the Only War Core Rulebook is required to play. . Notes from Hervara, Supplement, pdf, aracer.mobi Only War: Final Testament - “In the end, only the Emperor can judge you. Only He is qualified to ADD TO WISHLIST >. Watermarked PDF.
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Only War: Game Master's Kit: aracer.mobi Only War: The Final Testament: aracer.mobi?. This is not a complete game. A copy of the Only War Core Rulebook is required to play. Download Fantasy Flight Games IG03 Only War Final Testament pdf. Final Testament: This standalone set of three adventures introduces the mining world page and of the only War Core Rulebook). Final. Preparations.
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Game Description: On a million, million worlds across thousands of light years of space, humanity fights endlessly for his survival against aliens, heretics, and daemons. From the blood-drenched mud of frontier worlds to the cold depths of space, the innumerable armies of the Imperium of Man are at constant war with the galaxy, fighting threats from without, from within, and from beyond.
Whatever their origins, whatever their reasons or training, they are the thin line that protects the Imperium from complete and utter destruction. Despite overwhelming opposition, or perhaps because of it, they are bound to each other by a code of brotherhood and honour. Rebels Corporal Kousenk Human Imperium: Rebels Hervara Sergeant Human Imperium: Rebels Hervara Trooper Human Imperium: site Physical.
Fantasy Flight Games Physical.
Customised Tauros Assault Vehicle. Lieutenant Avery Fritzsimmons. Primaris Psyker Cauldwelle. Supply Officer von Meering. Synford-Pattern "Firebomb" Promethium Transport. So for MANY players it will be one of the first things they'll play.
And then they open the book, read through it, after the spent a session with their players creating their regiment and their PCs and crafting details about their homeworld. And I guess many will be enthusiastic to be in the Emperor's service!
And they will be playing Only War to play an Imperial Guard game! And they WILL for the most part of the adventure. At least Because in the second part, a traitor uses the PCs squad to send them on sabotage missions against other, LOYAL, regiments and installations to further the cause of the Severan Dominate.
They will, for all intents and purposes, slaughter and kill fellow Guardsman while thinking they're doing the Emperor's work. This is It's a bastard move.
Perfectly fitting. And then comes part 3. Where a Lord Commissar comes to their base to put the traitor, and them, to justice.
And I won't spoil too much now, as this would be a blow-by-blow of the adventure. But, after all is said and done, the PCs will either be EXECUTED a probable outcome, even after all they did for the Imperium in that chapter, if they chose to do so , secunded for life-long service as a Primaris Psyker's bodyguard, seconded to the Adeptus Mechanicus indefinitely.
Or they turn traitor and side with the Dominate. Or they lose their identity and go on the run. When you read that part you'll see that this is somewhat of an afterthought. Most of the ending is written with the assumption that they will in some form abandon their regiment.
First of: Yes. A GM can easily push this into a direction that will keep them with their regiment and make for a "good" ending. And this is a really, really HUGE but. MC Frontalot would approve.