Hi guys!
Let's share ideas about a plots of our future DW Space Marines adventures for home games?
Hi guys!
Let's share ideas about a plots of our future DW Space Marines adventures for home games?
The kill team is sent to this feral like planet with old factories labs etc. the reason for this is that some inderground building i believed to contain a rather high quality STC template.
it will be a somewhat usual Dungeon Crawl, but i may bring some Politic into the fray.
A Kill Team is sent to cut off the head of an ork Waaaaagh amassing on a nearby jungle planet. when they arrive, they find that most/all/some of them have been slaughtered in gory fashion, by some monstrous killer. now they have to get to the extraction point and escape with their lives. (in my mind this is a striking scorpion exarch or a squad of scorpions)
the team are sent into battle alongside a company of fleshtearers/knights of blood. they are victorious, but then they see a strange look in their comrades eyes...
A lost ship sent to scout out the hadex anomaly centuries ago, reappears orbiting a planet. Kill Team is sent to investigate and retrieve valuable data, and finds the ship reeks of corruption.
A Kill-Team is sent to deal with a Tau incursion on one of their border worlds, Imperial intelligence having picked up that an Ethereal is present; destroying them will cripple Tau efforts in the area. When they arrive, however, they find the Warp has been fickle and the planet has already been conquered and reinhabitated by the Tau, the remaining human population either keeping their true allegiances quiet or converted to the Tau's Greater Good.
Shot down in orbit and miraculously making it planetside with their lives, the Kill Team will need to find a way off world and back to the Imperium on an almost entirely hostile planet with minimal supplies. If any word gets out that the Astartes are on the planet, the situation will most likely become terrible for the group; subterfuge and espionage will be key to escaping the planet by whatever means they can find. I imagine stowing away on a ship or simply commandeering one, or sending out an Astropathic message somehow and waiting for reinforcements, though this would take a very long while.
And hey, if they can manage to take out that Ethereal on their way home, that'd be pretty cool too.
Well, I do have an idea, but it's not strictly a Deathwatch Campaign...
To start off with, the PCs will make dark heresy characters as well as deathwatch marines.
story is that a space hulk has dropped into real space in <system here> a boarding party from the local authorities was dispatched and soon after boarding themselves all contact is lost, a few scattered vox reports and pict-recordings are transmitted before everything goes silent. PCs are to sedn in their DH characters as a search and recovery team working for an Inquisitor with a few objectives in mind.
first 2 sessions are a DH game, after the second and if one of the scouting/info retrieval objectives is accomplished **** hits the fan and the party needs to call in their deathwatch back up(their space marine characters, obviously) from then on the game is played with the deathwatch rules set, as the party travels further into the hulk and clears out the alien threat they are presented with another set of objectives to complete.
it's really just a standard get the McGuffin/solve the puzzles sort of game but with a story/tension build up using the two game systems.
I have the mission briefing for my groups up coming deathwatch/DH game if anyone would like to have a read.
How about the squad goes back in time to the heresy and have to find a way back without fracking the timeline.
miss dee said:
How about the squad goes back in time to the heresy and have to find a way back without fracking the timeline.
Well probably they'd want to save the Emperor because the timeline they live in wasn't really part of his plan.
The kill team board a space hulk and find evidence of genestealers having been on it. They also find semi-functional navigation equipment which can show them where the space hulk has emerged from the warp in the past. They're then tasked with visiting those Imperial systems it's been in or near and looking for tainted populations. There's several planets/systems that have been seeded and the older the infestation the more advanced it is with some being bad enough to have reached 4th gen hybrid stage. You have a variety of types of story you can tell with that as they will need to purge some small infestations and may even need to employ Exterminatus against the worst (after rescuing any valuable items/people of course....).
The kill team find evidence of a Rogue Trader's dynasty having involvement with the Eldar. Do they punish them for exceeding their authority? Do they side with the rogue trader who brings tidings of dire future events (a future invasion of orks/tyranids/dark eldar/something worse). Will they use their guns or their heads to deal with the threat?
Personally I don't want to play a game that's purely about combat. Space Marines are so much more than just goons with guns.
The Kill-Team receives orders to aid an Adeptus Mechanicus research team in its task of studying some ancient ruins of non-human origin. It doesn't take long for the Deathwatch to identify the ancient structures as belonging to the Necron'tyr, a conventionally extinct race that now only survives in soulless machine bodies granted to them by their unknown masters. Naturally they advise caution, but it doesn't take too long before a Tech-Priest becomes careless and touches something he shouldn't have. The dormant ruins begin to come to life around the Kill-Team and their Mechanicus allies...
A conflict with the Tau Empire rages across the northern Voldaris hemisphere of the Jericho Sector. Most of the sectors military resources have been focused here, to gain superiority over hated xenos' army's. Routine system scans have also recently picked up a rogue asteroid entering this area. Further evaluation of the object reveals the asteroid to be an Ork war vessel. The newly discovered Ork space craft appears to be hurtling itself through space using primitive, yet incredibly massive thrusters strapped the to surface of the planetoid. It's current trajectory leads the kruza on a direct course of impact with the Hive world Ormalia. Ormalia has very limited planetary defenses, due to it's imperial guard regiment being used to assist depleted forces in the northern conflict with the Tau. An attack on the hive world could not have come at a worse time, and it will fall into the orks hands unless an outside source can intervene. The planets fate seems grim indeed. The worlds only hope is a Kill Team that was en route to this , when they received the planets distress signal. If the Kruza makes planet fall, all is lost. Countless hordes of orks will crawl from the carved out bowels of the asteroid, and spew out onto the surface of the world and slaughter everything in their path. The orks will be unhindered in their plan to butcher everything in sight unless the Kill Team can figure out a way to stop the asteroid from reaching Ormalia. The Kill Team must find a way to stop the Asteroid / Kruza while it is en route to the planet. They must land on the surface of the kruzer and strategically place detonation devices on the massive thrusters to destroy, or at least divert the asteroid on it's current path of destruction.
angryface323
said:
A conflict with the Tau Empire rages across the northern Voldaris hemisphere of the Jericho Sector. Most of the sectors military resources have been focused here, to gain superiority over hated xenos' army's. Routine system scans have also recently picked up a rogue asteroid entering this area. Further evaluation of the object reveals the asteroid to be an Ork war vessel. The newly discovered Ork space craft appears to be hurtling itself through space using primitive, yet incredibly massive thrusters strapped the to surface of the planetoid. It's current trajectory leads the kruza on a direct course of impact with the Hive world Ormalia. Ormalia has very limited planetary defenses, due to it's imperial guard regiment being used to assist depleted forces in the northern conflict with the Tau. An attack on the hive world could not have come at a worse time, and it will fall into the orks hands unless an outside source can intervene. The planets fate seems grim indeed. The worlds only hope is a Kill Team that was en route to this , when they received the planets distress signal. If the Kruza makes planet fall, all is lost. Countless hordes of orks will crawl from the carved out bowels of the asteroid, and spew out onto the surface of the world and slaughter everything in their path. The orks will be unhindered in their plan to butcher everything in sight unless the Kill Team can figure out a way to stop the asteroid from reaching Ormalia. The Kill Team must find a way to stop the Asteroid / Kruza while it is en route to the planet. They must land on the surface of the kruzer and strategically place detonation devices on the massive thrusters to destroy, or at least divert the asteroid on it's current path of destruction.
cool
angryface323 said:
A conflict with the Tau Empire rages across the northern Voldaris hemisphere of the Jericho Sector. Most of the sectors military resources have been focused here, to gain superiority over hated xenos' army's. Routine system scans have also recently picked up a rogue asteroid entering this area. Further evaluation of the object reveals the asteroid to be an Ork war vessel. The newly discovered Ork space craft appears to be hurtling itself through space using primitive, yet incredibly massive thrusters strapped the to surface of the planetoid. It's current trajectory leads the kruza on a direct course of impact with the Hive world Ormalia. Ormalia has very limited planetary defenses, due to it's imperial guard regiment being used to assist depleted forces in the northern conflict with the Tau. An attack on the hive world could not have come at a worse time, and it will fall into the orks hands unless an outside source can intervene. The planets fate seems grim indeed. The worlds only hope is a Kill Team that was en route to this , when they received the planets distress signal. If the Kruza makes planet fall, all is lost. Countless hordes of orks will crawl from the carved out bowels of the asteroid, and spew out onto the surface of the world and slaughter everything in their path. The orks will be unhindered in their plan to butcher everything in sight unless the Kill Team can figure out a way to stop the asteroid from reaching Ormalia. The Kill Team must find a way to stop the Asteroid / Kruza while it is en route to the planet. They must land on the surface of the kruzer and strategically place detonation devices on the massive thrusters to destroy, or at least divert the asteroid on it's current path of destruction.
This does not at all sound like something I recently played in a video game.
EDIT: Once again I fail to realize at the time of posting that I'm coming off as confrontational. I'd be lying if I said a great deal of what I GM isn't based off of things I saw in video games.
Or there is a chance that the kill team can team up with the Tau and go Ork hunting.
Or you could have the kill team finish off the Asteroid / kruzer, and have them commandeer a fleeing Naval Battle frigate, execute some crewmen for showing cowardice in the face of the enemy, and turn the ship around and head back into the Tau conflict! Bound to be some cool ideas there. The Tau could be fleeing from a greater enemy, Tyranids or something, and just trying to find a new to place rest while fleeing the great devourer. Then all of a sudden Eldar help? Do they purge the unclean xenos and ignore the offer for salvation or take the helping hand, and then give the party a moral dilemma. Do your players choose to let the Eldar leave in peace in thanks for the aid? Or do they purge the unclean xenos in the end anyways, making an enemy out of a craftworld. Or you could expand on how an ork knew exactly the right time to attack this defenseless planet. Who has the power to allow such a giant ork ship to all of a sudden appear within the system undetected until it was nearly to late? Corrupt Naval Commanders moving chess pieces in a horrifying power game? The Ruiness powers of Chaos? BOTH!? This is borrowing fairly heavily from the who baited the Tyranid Fleet idea from the 2nd free deathwatch installment though. Hopefully my players don't ever check this forum >.> Kinda want to use this stuff.
Zamnil Blackaxe said:
Well, I do have an idea, but it's not strictly a Deathwatch Campaign...
To start off with, the PCs will make dark heresy characters as well as deathwatch marines.
story is that a space hulk has dropped into real space in <system here> a boarding party from the local authorities was dispatched and soon after boarding themselves all contact is lost, a few scattered vox reports and pict-recordings are transmitted before everything goes silent. PCs are to sedn in their DH characters as a search and recovery team working for an Inquisitor with a few objectives in mind.
first 2 sessions are a DH game, after the second and if one of the scouting/info retrieval objectives is accomplished **** hits the fan and the party needs to call in their deathwatch back up(their space marine characters, obviously) from then on the game is played with the deathwatch rules set, as the party travels further into the hulk and clears out the alien threat they are presented with another set of objectives to complete.
it's really just a standard get the McGuffin/solve the puzzles sort of game but with a story/tension build up using the two game systems.
I have the mission briefing for my groups up coming deathwatch/DH game if anyone would like to have a read.
I'm planning something similar actually. I already have a DH group round level 5/6 and plan on having them sent to in investigate a report sent to their Inquisitor from Inquisitor Kryptman that the Beast House has smuggled in some Tyranid Beasts. They'll have to infiltrate the Beast House and find then send details of the smuggling ship to the Death Watch to deal with.
A kill team has been freshly assigned to the Jericho Reach in a Gladius Class Frigate . Their ship and several others, possibly including other Deathwatch, are diverted to face off against a fleet of Chaos renegades. The battleground system is hit with a sudden and terrible warp storm, which drags all parties involved into the warp. Most perish but a few ships survive, if scattered and lost. The kill team realise they are in a damaged ship with only the faintest idea of where they are (nearby worlds may or may not in the long lost eastern regions of the Jericho Reach). They have to push towards Imperial held space, battling completely unknown xenos horrors besides those of the Achilles Crusade. All the time finding ways to stretch and replenish their diminishing resources. Perhaps ancient watch stations of the Deathwatch shall be available to them, or are there to be retaken. Occasionally finding lost artifects and perhaps a ship brought into this universe through the mysterious warp storm...
There may be elements of band of brothers and the odyssey in here.
This can be either a straight DW mission, or a cross over DH/RT/DW mission.
A Planetary governor in the calaxis Sector (To be decided) has complained that a group of Adeptus Astartes have commandeered a fair proportion of his eastern workforce to build some kind on monastery. The marines appear to be wearing blue armour.
Having had no response from the Ultra Marines Chapter, a most likely candidate, he has used some influence to get someone to investigate this. The administratum is at a loss, for all Ultra Marines are accounted for, and the contingent figures given by the Governor defy this statement.
An Inquisitor are sent to investigate (with a Kill Team), as the chances are it is nothing more than some kind of ruse by dark forces, using some kind of heretical mind control to portray themselves as the noble Ultra Marines.
The Planet itself was identified millennium ago as a do not touch, however an over zealous sector commander noticed it was a great agri-world, and with no natural deadly flora or fauna, buried the report and reissued a safe for colonisation.
The actual enemy is non-other then the Eldar. They arrived and found the world contaminated by the humans, not only that but they have destroyed much of the worlds forests, a travesty and now intend to retake the world, and remove the vermin now inhabiting it.
Using mind control, illusionary displacement tech, the commandeered forces believe they are doing the emperors bidding, whilst in reality they are building a huge warp gate to allow the forces of the craft world to enter and remove mankind. The previous portal having been destroyed by the Sector commander, to obliterate any trace of the xenos, but unknown to him, a small portal still existed underground.
Any true Adeptus Astartes would know upon meeting the disguised Eldar they are not what they seem, but until they find away to break the illusion field, will find it difficult to shoot upon their own.
The Eldar have taken the guise of a marine as they had captured an Ultra Marine some time ago, and using the marine and his mind as a kind of focus, are projecting his thoughts. The Marine, Brother Havenshall, is listed as MIA 2000 years ago, and his current body hangs in suspended animation in the center of a crystal lattice that powers the illusionary field.
Shutting down the field will kill the brother, killing the brother will shut down the field.
It also should be noted that the field also works on the Eldar who are within it, and as such see fellow elder as marines. They will ofcourse sense that the players do not have a spirit stone.
Then they have to work to close the portal, and finish what the Sector Commander started.
On top of this the Sector Commander knows the likely enemy, and is extremely worried that the truth may come out, and as such has sent an assassin to deal with the Kill Team and Inquisitor, to ensure that his secret is never revealed.
Finally a clever Rogue Trader has also learnt the truth, and as such knows there is a huge amount of potential profit in the acquisition of Wraithbone. However getting it from under the nose of an Inquisitor and Kill Team will be difficult. As and when the RT shows his hand will depend on how play progresses, however, he will use subterfuge and skulduggery to achieve his aims, but only if his anonymity is 100% guaranteed would he make any effort to remove the Kill team.
The elements of this is corruption of power, where the ordinary emperor fearing individuals go to great lengths to keep power. Finally there are hints of the heresy, with marine fighting marine. This would be a problem to the common populace, and even if revealed that it was Eldar, untold damage could be done if the information ended in the wrong hands.
Causa Mortis
A Deathwatch adventure in which the kill team are sent to the Jungle Death World of Eupelmidiaz 4, a fervant world with deadly Fauna that has been identified as a potential rich resource world. Recently there has been no communication from a Colony sent to start operations, including a full company of the guard. The marines are sent to investigate and report. They will be accompanied by a small group of Imperial specialists who be able to make decisions on the course of action required to fulfill the emperors demands.
Deathwatch Adventure Ideas: See the Scenario Generator in the Original 40K Rogue Trader Tabletop Rulebook.
Alex
ak-73 said:
Deathwatch Adventure Ideas: See the Scenario Generator in the Original 40K Rogue Trader Tabletop Rulebook.
Alex
a-a-a, what book? this http://en.wikipedia.org/wiki/Warhammer_40,000:_Rogue_Trader
DW Space Marine said:
ak-73 said:
Deathwatch Adventure Ideas: See the Scenario Generator in the Original 40K Rogue Trader Tabletop Rulebook.
Alex
a-a-a, what book? this http://en.wikipedia.org/wiki/Warhammer_40,000:_Rogue_Trader
Affirmative. It's only brief outlines for a tabletop scenario but there you go.
Alex