So I've got two missions lined up for my KT, but for some reason I'm brain locking on the McGuffin portion, so I was wondering if some of the other GMs out there could lend their (superior) storytelling capabilities. The things I'm looking for are compelling ancient xenotech.
FIrst scenario involves investigating why the Tau are digging in area X, as they're trying to uncover some ancient technology (phase two involves cleansing the area). I'm thinking weapons would be the items they're looking for, which is old hat but super easy, or something like an ancient warp drive tech or some other long distance space faring technology. Any ideas out there?
Second scenaro I'm stuck with is similar, but it's an Imperial excavation and the tech in question is stolen by a rogue agent and the KT has to get it back. This time the McGuffin has to be something big enough to get the DW to engage in the chace, rather than having the standard Acolyte or Inquisitor team go hunt the guy down. My thoughts here were some kind of psychic device, perhaps a xenos larva of some kind that they can't have getting out.
Now that I write it out like that, I guess they could be run back to back, with the item the Tau were looking for then stolen by someone that's part of the excavation team that comes in when the Imperials take over the site, but I hadn't actually planned on them being run that way (I actaully have planned out several missions in between).
As always, appreciate the ideas