Session 5
The Battle of the Yoke

We’re the Green Death brother. Ain’t no kakkin’ greenie messes with us an’ lives. Private Hobb, 1st squad, overheard during furlough in Gulch City

The splintered remnants of first squad make a hasty retreat from the plantation to a hunting lodge in the foothills of the Blackyoke Mountains.

While Fausta rests and recovers, it becomes clear that the liberated prisoners are somewhat unusual, mostly likely off-worlders. Sly overhears them arguing about taking the guardsmen to the Duke.

Fausta takes the initiatve and questions Ghill about the Duke and his trustworthiness. Bog overhears this exchange, and decides to show his hand. He offers to take the guardsmen to speak with the Duke, claiming they will be safer in the mountains.

The group votes, and though there are dissenting voices, the majority choose to go with Bog.

After a further two days hike into the mountains they come upon a Marchman encampment in an abandoned quarry. The Duke greets the guardsmen warmly, offering them refreshments. He shares his concerns and outlines the dire situation faced by the March militias.

His scouts report a large contingent of Orks, perhaps a thousand strong, with mechanized forces, moving towards the mountains. The only place they can cross in such numbers is the Yoke, a large rock formation straddling the widest pass through the mountains.

He outlines a plan to lure the Orks into an ambush and collapse the Yoke, blocking the pass. The Orks will remain a threat, but will be unable to link up with Feral tribes to the east. The guardsmen agree to assist and set about making preparations.

Fausta heads south with Bog to secure an abandoned Hellhound mired in some marshland.
Sly heads north to Fort Brevisbridge with Ghill to speak with Lt Aesman and make contact with his own platoon. Mordecai remains with the Marchmen and oversees the setting of traps and obstacles in the pass, and also renders vital medical assistance to injured militiamen.

Sly receives a cold reception at Brevisbridge, confronted by Commissar Skorse and questioned about his absence. He succeeds in blunting the Commissar’s questions and convinces Lt Aesman to provide explosives and a sapper to aid in destroying the Yoke.
Sergeant Surko also agrees to dispatch reinforcements from Fort Idlecliff. Sly also learns of his squad’s return to Fort Idlecliff and the demise of Bosko. Saddened, he returns to the Yoke with haste.

Fausta, meanwhile has been busy excavating the Hellhound. After a failed attempt to start the engine, she makes creative use of some spare parts from a mired Chimera and coaxes the beast back to life. Vek and Bog take up gunnery duties, while Fausta navigates the dilapidated tank back to the Yoke. She arrives just in time.

Ork forces are surging through the pass. In the vanguard are several warbikes and warbuggies, and lumbering further back is the Boss and his Battlewagon. Sly snipes the Boss, causing considerable injury. Mordecai blasts a rider from his warbike, sending it careening into the boulder blockade.

Hearing the chaos of battle, Fausta urges the Hellhound forward, pushing it’s engine to the limits. The tank reaches the Yoke just as the first Ork mechanised forces begin to spill through. Sheets of flame and torrents of tracer fire engulf the first Ork waves. A single warbuggy manouevres itself through and in a typically Orky display the gunner leaps aboard the Hellhound. Fausta and Vek blast the Ork moments before it can unleash a stikkbomb.

The battlewagon surges forward with uncanny speed grating along the side of the pass. Ork grapples fix themselves to the pass walls and Orks begin to climb the ropes. Several make the climb into close-combat with the Marchmen and Sly narrowly avoids engagement by blasting desperately with his sawn-off shotgun.

The first charges go off, causing half of the Yoke to collapse. The eastern charges fail to detonate and there is a moment of confusion. To the relief of all, continued fire on the battlewagon causes a secondary detonation and the remaining charges trigger, collapsing the Yoke. Hundreds of Ork infantry are crushed, as several hundred tonnes of rock falls inward. Their Boss dead and the pass blocked, the Ork forces scatter in disarray. 4th platoon arrives in force and continues to drive the Orks backwards out of the pass.

A cheer goes up along the line and the Marchmen surge forward with renewed vigour. Two hundred voices ring out in unison, praising the Emperor for their glorious victory. The day is won!

Session Four
Taking the Initiative

The platoon settle into their duties at Fort Idlecliff. They are dismayed to discover that the Orkwatch garrison has been reduced to an under strength unit of disaffected veterans.

Ever enterprising and vigilant, 1st Squad strike a deal with Sergeant Grove to smuggle surplus lascarbines to the Marchmen in return for a shipment of polygum.

During night watch Fausta becomes aware of a disturbance near the wall. She discovers two Royal Army soldiers extorting a group of refugees from the Marches. During the confrontation a small group of Orks attack from the treeline. Fausta, Sly and Mordecai provide cover as the refugees scramble to safety.

Torgill, the leader of the refugees furnishes 1st squad with information regarding Ork positions beyond the wall. He claims a significant force is encamped at a polygum plantation to the southwest, with more coming through the mountains.

Reports of fighting along the wall filter back to the platoon. Fearing an imminent attack on the wall, 1st squad takes the initiative and ventures over the wall to disrupt the Ork advance.
True to Torgill’s information, they encounter a hundred strong Ork warband entertaining themselves by throwing prisoners into a makeshift fighting pit with their Squigs.

Sly and Mordecai snipe the largest Ork, providing cover for Fausta to sneak forward and release the remaining prisoners. She makes short work of the crude lock and as an afterthought sets a krak grenade to destroy the Ork’s ammo dump. The resulting explosion causes the Ork forces to splinter, with Sergeant Haggard luring the bulk of them away.

Sly and Mordecai move up to assist Fausta. They encounter a singed Vek furiously heaving at a tangled pile of metal, struggling to free his comrade. A critically wounded Fausta is freed by her squadmates but as they do so the remaining Orks cut them off. They are forced to flee into the forest, hoping to link up with the squad later.

Session 3
Conservatorium Assault

The squad barely have time to catch their breath after returning from their successful action against the Ork camp. Wounds have barely been licked when enraged Orks attack the Conservatorium with heavy weapons and the entire platoon is engaged in a bitter close quarters battle.

1st squad, already fatigued and injured, put up a desperate fight and are almost overwhelmed, but grit and determination sees them through. In the heat of battle they show considerable regard for their fellow soldiers and fight tenaciously to protect the wounded.

In the aftermath of the battle, Sly finds Lt De Bray cowering in the forest, badly injured. By the time Private Casmirre arrives to render medical assistance the Lieutenant has already succumbed to his wounds.

Staff Sergeant Surko assumes command and voxes HQ with a request for reinforcement. By dawn 5th platoon are shipping out from the Conservatorium for rest and refit at Fort Idlecliff.

Session Two
Raider Camp

The squad conduct reconnaissance to locate the main Ork forces, encountering evidence of logging as they approach the coast. On a rocky beach they discover an encampment of a dozen or more Orks. Several crude boats are moored there, along with a much large war-raft under construction.

Fausta and Vek circle out into the water and swim to the largest raft. Once on board they use a grenade to detonate the ammo magazine. The rest of the squad lure the Orks away into the forest, where they have readied an ambush in concert with third and second squad.

During the withdrawal second squad is pinned down and only timely intervention and astute use of stun grenades by first saves them from annihilation. First secures the four survivors, including Sergeant Gilzo and makes a fighting withdrawal back to the Conservatorium.

Session 1

“I must admit, when I heard we were to be deployed to Ganf Magna, I was in equal parts relieved and disappointed.”
Lieutenant Augustin De Bray, 2nd Cindar Light Foot, 5th platoon

The 2nd Cindar Light Foot “Rust-born” are deployed to Ganf Magna following a recent Ork incursion. The majority of the regiment are deployed to the Orkwatch, a series of forts protecting the polygum cultivation zones from indigenous feral Orks dwelling beyond the Viridian Marches.

The squad settles into their temporary quarters in Gulch and quickly make friends with some local mercenaries in service to the Rogue Trader House Aubraxis.

Next morning the Rustborn ship out to their assignments. The bulk of the regiment reinforce the Orkwatch, but 5th Platoon are deployed behind the main line to fortify a facility known as Conservatorium 4. Upon arrival, 1st squad encounters evidence of armed struggle, the reek of fyceline, spent cartridges and broken servitors littering the ground. They discover the facility Magos slain, laspistol in hand and a blood trail leading into the forest. A surviving tech adept informs them that a squad of Royal Army soldiers attacked the Magos when he refused to hand over his research. Lt De Bray authorises 1st squad to take up pursuit while the rest of the platoon secures the area.

In the course of their pursuit, the squad encounter a small group of Orks and stage a successful ambush. They take the Ork heads as trophies, before continuing the pursuit of their human quarry.

They fall upon the remaining mercenaries as they make their escape in a stolen vehicle. A lucky shot from Mordecai punctures the engine and ignites the vehicle in a large fireball. The mercenaries are neutralised, but all that remains of the Magos’ research is a charred data-slate.


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