I'm about to start running a Death watch game, for players that play the table top game. Granted all of us are wargammers more then role player but heres the bare bones of the adventure, any advice, or things the flesh out is greatly appreciated. Also, yes just for ease of setting a precidence I'm borrowing from aliens.
Time period note: This is before set before the first recorded contact with genestealers.
Mission brief: Contact lost with a colony world. The colony is on a barely habital rock, thats only value is it mineral resources. Contact with the colony was lost maybe about 3 weeks ago. Last transmition stated unknown organism, attacking the colonist. Possibly brought by last supply drop.
Preatty straight foward determine, why the colony has ceased contact, and determine the threat of the possible xenos life form. How the Xenos was brought to the colony. Plus a bonus objective of secureing a sample.
Due the value of colony exterminatus is not authorized.
Complications: While the death watch are being dispatched, a unit of imperial guard also has responded by sending 2 platoons to investigate.
Sense the guard is not privy to death watch operations, the Guardsmen must not know that the Death watch is there. To add to the fun there are still living civs on the colony, that are a bit trigger happy.
So this is a typical bug hunt, so before the crap hit the fans, lots of build up, odd reading on the auspex, bearly glimpsed creatures in the dark. Building up suspense. Toss in the complications of the Guard units at the colony, that should not know the death watch is there.