A Mission Idea...

By est_1987, in Deathwatch Gamemasters

Hey guys,

I've been toying with a mission idea for a while but would like some feedback and possible ideas to buff out the mission or story.

Basically The DW gets word of a Ordos Xenos speciemen transport ship that has crashed. The ship contained a large amount of orks (mostly dead) but with the burn up of the ship in atmosphere and also its far spread crash site the ork spores have spread and multiplied into a few different ork tribes. These tribes are fighting over the ships remains and stripping it down into scrap to produce arms weapons and war machines.

The mission would be an investigation into what brought down the ship inthe first place with such objectives as finding the black box or investigating crash sites but would ultimatly unravel the truth of the scale of the ork infestation.

The mission would eventually escalate by having the team follow clues to where the last part of the ship to be scrapped is. Here they would find the cause of the ships doom (still need to figure out). The twist to the end is that when they emerge outside they effectivly find them selves in the middle of no-mans land and slap bang in the middle of the two tribes about to charge each other.

Basically what I'm after is some ideas for smaller skirmishs and ways to gently trickle clues to the kill team. I'm not the most experienced GM but feel good about trying DW.

Any help is appriciated

Cheers

Est_1987 said:

Hey guys,

I've been toying with a mission idea for a while but would like some feedback and possible ideas to buff out the mission or story.

Basically The DW gets word of a Ordos Xenos speciemen transport ship that has crashed. The ship contained a large amount of orks (mostly dead) but with the burn up of the ship in atmosphere and also its far spread crash site the ork spores have spread and multiplied into a few different ork tribes. These tribes are fighting over the ships remains and stripping it down into scrap to produce arms weapons and war machines.

The mission would be an investigation into what brought down the ship inthe first place with such objectives as finding the black box or investigating crash sites but would ultimatly unravel the truth of the scale of the ork infestation.

The mission would eventually escalate by having the team follow clues to where the last part of the ship to be scrapped is. Here they would find the cause of the ships doom (still need to figure out). The twist to the end is that when they emerge outside they effectivly find them selves in the middle of no-mans land and slap bang in the middle of the two tribes about to charge each other.

Basically what I'm after is some ideas for smaller skirmishs and ways to gently trickle clues to the kill team. I'm not the most experienced GM but feel good about trying DW.

Any help is appriciated

Cheers

The first thing I'd say you need is a reason for why the ship crashed. I'm a big fan of sabotage for things like this. Perhaps there was another specimen (like an Enslaver or something) that grabbed control of a member of the crew and caused it, or perhaps it was an old fashioned theft/cover up where a relic was stolen and they crashed the ship to hide the theft. Having this helps determine the clues you want to leave. For example, if you do the theft/cover up, then you can have logs/recordings or jottings of people blaming a crewman, or wondering why people aren't at their post, etc, etc.

As far as Skirmishes, there are plenty of ork stats on the forums around here to use. Depending on how stealthy the kill team was, would depend how much attention they dragged. But if the Orks are looking to scrap the ship, then any time the KT is near to a clue there is probably orks not very far away. You can also use this to build up to your final conflict with the two tribes about to charge. Use those two tribes for the skirmishes, and on occasion have the KT find the aftermath of the fighting instead of having to fight themselves.

If you want to set up an ongoing adversary, you could have the specimen ship sabotaged by a radical Inquisitor, who caused it's crash to hide the fact that he stole one of the specimens for his own sinister purposes...

How could the Killteam discover this? Hmmm... Well, the Killteam could wipe out a group of Orks just before they can hack up a pile of stasis shipping containers. All of these have specinens contained inside- all but one, which, despite being labeled as containing an unidentified xeno and being undamaged, is empty. If the party's Techpriest is skillful enough at getting the container's built-in cogitator working, he will discover that the last time someone logged on, they used an Inquisitorial accesss code- just a few days before the crash...

If you want the orks to be a suprise you could leave out encounters with them until the end. This could upgrade the suspence.

some possible encounters:

- They find evidence of a struggle but no bodies. The Orks dragged them away. they may find some odd glyphs the orks left behind marking the piece of the ship as theirs.

- A local group of creatures is eating from the ship. It could explain the damage they have seen, but not all. this is just to send in a red herring.

- A Mek boy with some boyz is stripping a piece of the ship.

- A last remnant of the ships crew. Haggard and out of ammunition they may have gone crazy and speak of horrible monsters that come in the night and kill them.

You could also change the xenos from orks to Tyranid. The stats are in the core rulebook and may be easier to use. the reason the tyranids broke out could be a vital clue for further investigation and set up an antagonist you can use later on. the final battle could be a way to try to get of the planet in one piece while fighting of the nids.

BTW A nice idea. May go to use it myself. ;)

A small problem with the basic premise that you might want to pin down is why the Imperium is collecting vast numbers of ork 'samples', given that they are probably humanity's greatest studied foe. Why (and how!) were they captured, and what is going to be done with them? Tyranids may be a better fit, or perhaps an entirely new species.

Siranui said:

A small problem with the basic premise that you might want to pin down is why the Imperium is collecting vast numbers of ork 'samples', given that they are probably humanity's greatest studied foe. Why (and how!) were they captured, and what is going to be done with them? ...

Being used to test an experimental biological weapon made from a newely-discovered plant compound? Something that (it is hoped) will prevent Ork spores from maturing?

Cheers guys some great help and ideas in how to flesh this out and also good points for me to take in and flesh/sort out before running the mission