What could be on Mahir? Does this make sense?

By Lionus, in Deathwatch Gamemasters

On page 15 of MotX there is an addendum by Codicier Taelon. It talks about a world the Tau are investigating that seems to be actively fighting the tyranid and not only resisting their invasion but attempting to consume them back. Im running a campaign that involves lots of tyranid, a few tau and a crew of inquisitors who'se plans and motives are suspect. this seems like a perfect place for a major confrontation to give my players some good clues, answer some old questions and give one of my players a venue for a fight with a tau commander who got away in a couple previous fights. So I got to thinking; even the mighty Adeptus Astartes have a difficult time resisting full scale tyranid invasions, what is on this particular death world that is doing just that without any weapons, armor or even (as far as the box says) any sentient life? The best answer i could think of is that there is something there that interferes with the proper functioning of the hive mind. My theory is that there is some psi-dampening material maybe in the crust, there is devices and other things in the game that can have this effect. this material is taken up by the trees and other plants then spread in the seeds and eventually the psi-dampening mineral or organic molecule or whatever it is, becomes part of the structure of those species. So, in parts of the world where this material is in abundance, the hive mind is weak, and individual tyranids lose contact when they stray too far from their synapse creature, then their instinctive behavior kicks in and individuals are easier prey for vicious native creatures and massive carniverous plants. Really any creature from any book will work, and anything that can be made up. There's a random xenos generator in the appendix of the Dark Heresy GM's kit that with just a little modification can be pretty nasty even in Deathwatch. Of course there is alot more detail and work to do on it, but if anyone else has any thoughts on this to make it more detailed or plausible I would appreciate it alot. Even other theories as to what might be there are welcome. I apologize for any spellng or grammatical errors, im typing this on my smart phone at the off leash area while my dog is playing, so not all the ideas probably flow from one to another smoothly.

Thanks a ton!!!

It's not what's on Mahir, it IS Mahir. Some Death Worlds actually have a limited sentience of their own, and the entirety of the world's biosphere responds to threats. Read Death World by Steve Lyons. It's about a squad of Catachans who try to take out a Warboss on a death world. Unfortunately for them, the situation I just described happens to them. In short, because of just how much life and malevolent intent there is on the planet, the world establishes a sort of 'hive mind' which does NOT like to be messed with.

In ROB at the near end its mentioned that they have Mahir Leaper. A Gaunt like nid with crazy jumping abilities, who is bred, yes....bred, at the watch fortress and used for targets. Im hoping to take on one on my own with primitive armour and a combat knife.

I was also intrigued by this tidbit and would like to incorporate it into a future adventure for my party. The hook suggests that the killteam might be sent to prevent the Tau from interfering with the delicate balance on the world which sees the Tyranids committing ever greater resources to defeating a planet that continues to fight back successfully. This sounds delicionsly like something the Eldar might do to the Imperium, interfering with their exploratory missions because the younger race might screw up a delicate balance of forces tying up part of an alien threat. I could even go a step further and have the Eldar doing just that on this world...

That aside, this still seems like a great opportunity to feature some more Tau and to have the Killteam deal with a variety of custom aliens and Tyranids already there for a grand four way conflict.

I like the idea of messing with the hive consciousness, but there are other alternatives. The Tyranids seem to be heavily dependent on a "tyrano-forming" process in which the local plant life is converted into an asset in their invasion. They drop spores, poisons, and mutagens into the atmosphere to give them the terrain they need to win and to destroy the enemy resistance planet wide. After all, tyranids are not really big on strategic air bombardment, so they have other tools for disrupting enemy defense and preparing the planet for digestion. If the planet's eco-system were so virulent and competitive that such spores and mutagens were ineffective or even consumed in turn perhaps the Tyranids would be at a much greater disadvantage.

Similarly, the structure of life on the planet might be anathema to the Tyranids. Perhaps Mahir has a mixed ecosystem with considerable quantities of lifeforms that are not carbon-based at all. Tyranid hive fleets have purposely avoided Necron tomb-worlds in the past because they obviously cannot gain anything from consuming "living metal." Perhaps silicon based lifeforms prove to be a similar challenge?

If you allow that Tyranids are not truly immune to toxins, as they have been more than once defeated with targeted gene-toxins, perhaps too the atmosphere of the planet or considerable portions of the plant life require more calories to digest than they provide in bio-matter. If the lifeforms were silicon based or a hybrid (this is sci fi, why not?) then this could well be the case. Learning these secrets could be another valuable objective for the killteam.

As for me I am definitely going with an all of the above solution. I prefer to picture a world with predators so fearsome that they view Tyranid bioforms as lunch, and a world that disrupts the hive mind through mineral deposits and is hard to consume and one that actively poisons the Tyranids, giving them a taste of their own medicine on every front. Throw in some brain leaf thralled synapse creatures and an upper atmosphere filled with unpredictable ionic activity that destroys many of the Tyranid spores sent into it and I have a world that sounds sufficiently grimdark and deadly as to challenge even my munchkinned DW team and leave them asking "if the planet eats Tyranids faster than the Tyranids eat it, what will it do to us?"

Thank you very much, gents! The ideas are appreciated. I like the passage on the leaper, but am disapointed there is no profile for it. Togath, your ideas for a confluence of factors makes alot of sense to me and isnt much of a stretch to work out mechanics wise. I think th Eldar angle is a bit much, it is a good point but it's outside the scope of my game, plus there's not a ton of source material except in CA. I really like the idea of the 4 way battle royale, and the possibility that the kill team and tau might have to join forces just to survive, especally simce the tyranid will almost undoubtably see them as easier prey than whatever has been fighting them to a standstill so far. That will sit well with my Black Templar Assault Marine that's had a grudge with a tau commander that will be there, and both of my Dark Angels that hate Xenos only slightly less than inquisitors. Gaire; I really like your idea and will definately read that book, at least partway b4 the game in 3 weeks. My biggest question to you though is how would you work that game mechanics wise?

That is an excellent question. I'd probably think about adapting some adversaries from other source books (CA and Disciples of the Dark Gods come to mind) to represent the flora and fauna fighting back. Remember, though, not everything has to come down to a roll. Feel free to be narrative with some things.

In terms of mechanics, you have several choices:

1. Do the easy thing and just take tyranid stat blocks and copy them. Give a new name to the creature, ignore tyranid specific rules, and describe it as looking different and boom you are set. This works especially well for things like genestealers which are mostly strong, fast, clawed, sneaky, and generally not bogged down with distinctive rules.

2. Use the plants, animals, and beasts from the DH core and CA. There are lots of great choices here and some nice descriptions of a few deathworlds including some great ideas like giant airborne jellyfish type creatures. You would not even need full stats for that, just have your players make dodge or agility tests to avoid being snagged by its trailing tentacles or toughness tests to resist its toxins. I especially like this creature as I imagine them gliding through the air serenely but leaving a trail of destruction down in the jungle below. Further, they might feed on small airborne creatures more than anything else. Algae in Earth's oceans makeup the largest single source of biomass on the planet, iirc. It would make perfect sense if whale/jellyfish of the air took a similar approach to prey and that the Tyranids vast quantities of tyrannoforming spores and the like fell prey to such creatures. Similarly the pitcher-plant type thing mentioned would be an agility test not to drop into the digestion chamber or perhaps awareness tests after first discovering them. Many of the DH creatures are not much of a threat to SMs, but souping them up is easy. You can increase raw stats of just take a page from the tyranids and hand out razor sharp and improved natural weapons like candy. Those two traits make most of the creatures relevant. If not, give them unnatural toughness and strength or a few extra wounds to bring them up to DW levels. Massive jaws being impossible to parry is also win. Add a new name and tweak the description and you are good to go.

3. Since the Mahir Leaper got special mention I made one myself. I wanted them to be gaunt like in terms of size and quantity, but relevant as individuals, not just in packs (hordes). So I took the gaunt stats and added unnatural speed, lightning reflexes, dodge, toxic, and something like accurate as a special leaping ability. With additional DoS the leaper gets additional d10s of dmg up to a max of 2d10. Bam, now they matter, are memorable, and make perfect sense as both a good hunting target and a threat to Tyranids.

4. The toxic nature of the planet could easily be represented by anyone who suffers wounds immediately making a toughness test of taking 1d10 ignoring T and armor to represent plant life immediately taking hold, poisons secreted, or airborne bacteria. This goes for marines, Tau, and Tyranids. If you want to be especially cruel make them do it every round until they seal their suits again with cement. The Tau and Tyranids are probably just goners after being injured at all that way, which makes perfect sense. I suppose crisis suits and maybe stealth suits are probably self sealing as well if you want to have the tau elites remain more of a threat.

5. Ripper Vines from CA are also another strong contender for a plant that could be dangerous in DW, especially if you use the hordes rules to represent a grove strikes all at once...

6. As for representing disruption to the Tyranid Hive mind you can go for a drastic instinctive behavior for all approach or simply reduced range. You might even have gaunts remain in small mag hordes to represent instinctive packs over hive mind driven invasion behavior. This will make them less dangerous and easier to break.

7. Anything that messes with the hive mind should bother psykers. Any number of mechanics might apply but a simple penalty to Willpower and Psyniscience tests likely makes the most sense.

Hey Thanks for all the great input! It has been really helpful. Unfortuantely, there has been some real world issues between a couple of my players and that knocked out all of last week, but I've been working on it since. This is something I'm going to give the players as a handout at the beginning of the mission, please let me know what you think.

Planetary Datafax (inspired from DW pg 384):
• System Reference: 2nd world of Mahir system; no satellites, only world (of 5) known to contain life.
• Population: No known human population in system. Native xenos cultures unknown, but it is known there is a high diversity of non-sentient xenoforms (both flora and fauna). Tyranid are known to be actively fighting to secure this world’s biomass.
• Tithe Grade: None
• Geography/Demography: Mahir is a world just over half the diameter of Holy Terra. Its surface is one half covered by an ocean of liquid water, known to be of extremely high salinity and basicity, it’s pH measuring at close to .1 Despite this, massive sea creatures have been spotted from orbit. The remaining surface is covered in land constituted in 3 primary continent landmasses, a small northern pole landmass with pools of liquid water and a long archipelago stretching across a long swathe of its equatorial and tropical zones. The largest continent is the Western continent, which takes up a large portion of both north and south hemispheres. It is largely dense jungle terrain, with massive sections of both triple and quadruple canopy throughout the Eastern regions. There is a large mountain chain that extends from the north to south, dividing the continent into it’s eastern two thirds, and its western third. These mountains are volcanic and also subject to severe periods of seismic activity. The western third of the continent is a single massive desert, the ground appears to be polluted with unknown poisons and toxins, while the air temperatures reach well into the 80’s Centigrade on an almost daily basis. The second largest continent is about one half the size of the largest, and is covered completely with a dense, brown and purple mottled jungle like form of vegetation, Although these plants are common throughout the world, there seem to be the dominant, if not exclusive form of vegetation on this continent. No auspex scans or Navigator has been able to look past the vegetation to see the geography or life within that island continent. The second largest continent is located in the northern hemisphere several thousand kilometers east of the largest continent. The third continent is one incredibly massive, continuously erupting volcano. There are many vents, but each seems to have the same single source. The new rock seems to constantly choke out the fast growing vegetation that sprouts there. The volcano complex seems to emit massive amounts of pollutants and toxins, measurements indicate levels near the vents that rival impurity levels at major forge worlds. This continent is situated in the southern hemisphere to the west of the largest continent, and it’s plume does occasionally shadow over the desert dunes, as the distance between shores is a scant 160 KM. The north Pole landmass is an island roughly the size of Watch Station Erioch. It is extremely magnetic, and it’s mineral content is off the charts high. It has never been directly observed, as the surface is permanently covered in a thick, basic fog as the land itself is extremely hot, but ocean and air surrounding it is cold. The South Pole area, interestingly has no landmass, but is constantly simmering just below a boil. The archipelago runs mostly east to west, from the southwestern shores of the second continent, across the equator to the south central shores of the largest continent. It has a high level of biodiversity, along with many sandy beaches. The temperatures routinely reach up into the 50’s and 60’s Centigrade, however, especially along the equator. The atmosphere is generally partly filled with clouds of a very low pH. It is frequently observed to have intense lightning storms and sudden bursts of ionic energy. The sunlight that enters the atmosphere has intense levels of UV radiation, and the air is unbreathable, due to the high levels of toxins, pollutants and airborne viruses and bacteria that are inimical to human life. The magnetosphere is extremely intense, but varies wildly. Low orbit is very difficult to achieve and maintain, and doing so usually always has led to damage to ships attempting to maintain it, due to the frequent and violent fluctuations. Particularly strong sunbursts occasionally kill the magnetosphere completely, leaving the planet unprotected for several minutes before it reappears without warning.
• Government: No Imperial presence, no known xenoform government.
• Governor: None.
• Adept Presence: None
• Military: None
• ***Deathwatch Code Vermillion***
o Mahir is a death world of exceeding danger and cruelty, few worlds known in the Imperium can match it for deadliness to humans. It is highly recommended that this world be avoided to the greatest extent possible. All levels and members of its ecosystem are inimical to human life –DO NOT GO TO MAHIR-
• ***Supplemental Deathwatch Note: Code Black***
o Mahir is now the target of Hive fleet Dagon, and at Codicier Taelon’s urging, it is completely off limits while the fleet expends its resources to assimilate this unwilling world.
o –DO NOT GO TO MAHIR-
END…

I know its crazy long, and so I will spare you the deeper details of how I will work the game mechanics (unless anyone is interested). This is just a brief overview, I have ten 'areas' for the SM's to explore, each one with it's own unique environment and enemies I have drawn from across the books and a few custom plants and animals I have made myself. Thanks for haning with me if you've read this far!

Sounds cool, I would definitely be interested to hear about the different regions you intend on having your players explore and the sorts of encounters you have in mind. I also would be interested to hear what your objective for sending them to the planet is, i.e. their mission primary and secondary objectives and how you plan for that to unfold. I hope to have my players go to Mahir at some point in the future, once we are no longer sick of Tyranids anyway.

I have ten regions, actually eleven but two are identical. Im almost done with my first draft of notes, but im probably going through them at least two or three times, after all physics takeshundreds of thousands of years to make planets, it will undoubtably take me all three weeks I have to make it. I'll probably still miss lots of stuff I'll have to make up on the fly. Reguardless, this is an update of some basics on my vision of Mahir:

Regions:
1. Continent 1's desert zone
2. Continent 1's grasslands (at northern and southern ends of the continent)
3. Continent 1's mountain range
4. Continents 1's Eastern jungle zone
5. Continent 2
6 Continent 3
7. Northern pole landmass
8. Archipilegio zone 1(southern tropical zone)
9. Archpilegio zone 2(equatorial zone)
10. Archipilego zone 3(northern tropical zone)
Each zone has its own sets of enemes and native species, many taken from sources other than deathwatch sourcebooks. I looked through the different DH books to find things to populate Mahir, and thought to arbitrarily just raise their stats or raw weapon damage, but your idea of giving them other talents really gave me a whole different and more unique options to buff the enemies up. I have a list of stuff to populate Mahir, and i will include the stuff that lives in each region as i post them, but for now the tentative objective list is as follows:
Primary
Defeat Commander Flamewing
Restore balance of power between Tyranid and native species
Secondary
Find Flamewing
Determine strength and composition of his team
Determine Flamewing's actual mission objectives
Tertiary
Kill or capture Flamewing
Annhilate Flamewing's cadre
Capture his intel
Determine level of resources Tyranid are commiting to Mahir
Find out how Mahir is defending itself

I know this is stupid long, but these are my abbreviated notes. Hopefully its not too much of a pain, the forum isnt really the best way for something like this, and I'm sure it's very imperfect, but it's what i came up with, and I'm sure it will be very challenging for any kill team. I put alot of time, effort and energy in this, so if anyone wants to use it feel free, and make any changes, just let me know how it goes for you. I want it to be available for public use, so all that work wont be for just one group, who may not even explore or use it all. Cheers!!

1) Arrival in System:
SM's decide how far away they want to jump in system (range of 6-20 days burn in system. The closer entered, the more dangerous (shadow in the warp).
Scans will show powerful Tyranid in orbit, just in time to see massive burst of lightning in the upper atmosphere around a small cruiser, which after a minute or so of getting blasted, begins to fall out of orbit and burn up as it crashes into the ocean. There is no sign of a Tau expedition, and the Tyranid fleet (tactics: void +0; is in a pure orbital assault formation, no element appears to be patrolling for enemy ships).
Planet itself is difficult to make out at a distance due to magnetic interference and electrical storms and ionic energy bursts. (Tactics: void or defense +0; the most intense activity is closest to the lowest ships in orbit and could be acting like a defensive screen).
Part of fleet repositions itself to face Imperial ship, but does not pursue unless ship gets close. Ship can get close to planet, but will be pursued by Tyranid ships, and it cannot stay in orbit for long, as extreme fluctuations in magnetosphere would eventually rip the ship apart. Piloting test to get into the atmosphere is –30. Also, a 25% chance of being hit with ionic burst, dodge with –30 pilot roll.
Can deploy to the surface however SM’s choose, ship will get close and engage hive fleet to cover their descent or can hang back for the SM’s to try to insert covertly. Piloting rolls necessary, and if failed, Tyranid fleet notices Lander and SM’s will have to try to run away or fight. Ship will leave and come back, or attempt to hide in the outer reaches of the system.
2) Atmosphere: (for use throughout scenario)
Full of toxic chemicals and gasses, flesh-eating bacteria, and virulent airborne viruses. Whenever the Armour’s seal is broken for any reason, character is considered affected by deadlock toxin (DW pg144), and also must make a T test or be infected, and take 1d5 Toughness damage every day until antitoxin can be administered.
3) Ocean:
Extreme salinity means most things (SM’s included) will float, unless they try actively to swim under the surface. It also means it will not freeze overland there are no icebergs, but small, soft “saltbergs” do exist. They can be walked on, or destroyed with a minimum of 4 krak grenades and a successful demolitions test. Strong basisity of ocean (pH of .1) means it will eat away at metallic objects, unless covered in non-polar surface. A tarp would be sufficient to protect SM’s for about 6 hours. Every hour unprotected under the surface will permanently reduce armour points by 1. If splashed on unprotected skin, does 2d10+0 E pen 4 (Toxic, felling).
4) North Pole Landmass:
Uninhabited. Extremely difficult to approach by metallic vehicle (pilot/drive: -40) due to extreme magnetic fluctuations. The shores rises directly out of the ocean at a 90-degree angle, about 1 meter, makes another 90 degree angle and proceed mostly flat. The water temperature is approx 5 C, the air temp is in the 30’s C. the surface is covered in dirt and rocks and small patches of tall grass.. As soon as SM’s step onto surface, all magnetic devices fail. Boots will not lock and any dipole mag lock holsters fail, propelling weapons into the air (caught with a successful agility test.) All movement in power armour is –1 and agility based tests are –20. Per (hearing: +0 reveals that surface under the dirt is metal. If SM’s dig through the surface dirt, they come to a strangely patterned metal surface. If they knock on it, (Per hearing: +0 reveals that the metal is very thick, but there seems to be an open space below the surface.) It is this way across the entire surface, even at the dunes as the SM’s move further inland. No way in can be immediately found, and excavating the entire surface is unpractical. A successful (Demolitions +0) test will calculate 3 melta bombs daisy chained just right will cut through the surface. A second (Demolitions +0) test is necessary to set the explosives.
When explosions occur, a magnetic storm like hurricane winds buffet the SM’s and a successful (strength test) or be blown 4d10 meters in a random direction. It subsides when explosions do. Inside is a massive chamber 250 Meters down to the floor, which is covered in a thick layer of dust. Magnetism increases, (halve all movement, ag penalty increases to –40) temperatures in 60’s C, and every hour SM’s must test toughness (heat) or gain 1 level of fatigue per degree of failure. To do thorough search would take several days, but an abbreviated (search +0) will take roughly 6 hours and find only a single strange, alien control panel. (ciphers: Xenos +0, forbidden lore: Xenos –20, to figure out basic functions of panel). On a successful (tech use +0) test, can be manipulated slightly. Cannot be turned off or overloaded, but power can be turned up or down to a small degree. No other control is possible. If console destroyed, no effect to magnetic field. (Int +0 test (only available to SM who passed previous two tests) to realize this is a massive amplification chamber for the magnetic generator below.) (logic test to notice the field is powered from energy taken from the inner layers of the planet).
5) Continent 3(Volcanic Mountain Chain):
Smallest continent, mountain chain of constantly erupting volcanoes, reaching high into atmosphere. Always several thick black plumes of toxic volcanic smoke and ash. All scans of the areas below surface fail, due to the thickness and density of the rock, psynscience also fails, as rock is filled with psi-nulling metals. Surface is constantly being built up by flows of magma and covered with layers of ash. Some plants grow in various areas, but inevitably get covered up by new layers. There are many caves and caverns in various areas on the continent, and (per: visual test shows there are many animal tracks in the ash and rock around these openings). If SM’s search for several hours, and (make 4 consecutive search rolls, they will notice evidence of Tau pathfinder activity). Once they notice that, a (tracking +0) roll to follow it on what appears (tactics: recon and stealth, to be a perimeter security patrol). The footprints disappear, but a (per: visual, -20 will notice a another set of footprints in hard rock about 20 meters away). (Int –40 or forbidden lore: xenos +10 will realize this is the footprint of a broadside crisis suit.). (Tracking will follow it to the mouth of a nearby cave). Cave is large enough for a crisis suit to go in and out of, and there are several blast marks that could be launches or landings for them. The cave is long and narrow, but wide enough for 2 SM’s abreast.
There are 3 Tau traps along the cave, each noticed with a (per: visual +0) test, to be disarmed, SM must pass BOTH a forbidden lore: xenos AND a tech-use test at +0, or a ciphers: xenos AND tech-use at +0, or just a tech use at –50.
Trap 1: is a silent alarm, SM’s wont hear but Tau will know they are there.
Trap 2: is an explosive charge with the effect of a kroot bolt thrower (MotXpg10)
Trap 3: is a noise alarm (T test to avoid being stunned 1d5 rounds)
Cave begins to open up and become larger after 3rd trap, there is a series of sharp curves. After only 2 corners, there is a Tau version of a Nova grenade suspended from the ceiling (Per:visual –40 to notice). Just behind that is a very large room, with a Tau dropship parked inside (forbidden lore: xenos +0 to notice it has several special modifications).
If the Tau are aware of SM’s approach:
*1horde fire warriors (DWpg367) mag 20 in defensive positions in front of dropship, also 1 horde gun drones (DWpg366) mag 80
*1horde fire warriors mag 20 attacks from left side as soon as first SM comes in their field of view, also 1horede gun drones mag 60
*1horde fire warriors mag 50 above opening to room, firing down on SM’s as they come into the room, also 1horde gun drones mag 60
*Also, Nova grenade goes off as first Marine goes by.
*There are 2 stealth suits in the room as well, 1 will act as bait for SM’s, and when one goes for it the second will attack that marine.
Once these defences begin to crumble, or if SM’s attempt to just run by/through them, there is:
*1horde gun drones mag 200 divided up into smaller parts, however expedient tactically in and around the dropship defending it.
*2 pathfinders (MotXpg30) are in ship, and will run out an emergency hatch if SM’s get inside. They run out the back of the cavern, and out onto a ledge outside (about a 200meter run). They each have a Tau datacore, filled with info on mahir and the Tyranid presence here. There is also a map leading back to the sept homeworld and Tau space.
If not:
same enemies, but completely unorganized, begin to organize after 2 rounds, congeal into hordes after 5 rounds, but get no attacks the surprise round and first round. All mag damage done to Tau within first 2 rounds is double.
6) Archipelago (3 zones)
Very long chain of islands, stretching from southern central coast of largest continent, across the equator to the southwest coast of the second continent. All the islands in the chain have lots of life, grasses at the beaches, to trees and creatures, which vary slightly from island to island. Trees and shrubs on the interiors, flowers and bushes with berries and other fruits. The majority of this life is not dangerous to SM’s in armour.
Southern tropical zone: islands closest to the first continent, the very closest are in the beginning stages of tyranoforming, with the aboriginal life still fighting back.
Enemies: *Any Tyranids from DW and/or MotX, including at least 1 master.
*Brain Leaf Ivy: Dark Heresy pg346; ignores 2AP rule for natural armour (ie Tyranid and most aboriginal creatures).
*Maw Fluke: Creatures Anathema pg 60 [advaces: double team, S +40, street fighting, increase damage(after str bonus) by 5]
*Mahir Leper: as hermagaunt DWpg371; (S,T,Ag +10 unnatural agilityX2 lightning reflexes)
Equatorial zone: Islands closer to the equator
Enemies: *few Tyranids, mostly leapers
*Sand Devil: Dark Heresy Game Master’s kit pg 29 [advances: S,T, +10, bite does 1d10+4+SB pen 6, still Toxic]
Northern Tropical Zone: Islands closest to 2nd continent, no Tyranids, massive biodiversity. Natural psi-dampening; Librarian roll 1d5 on each island, and each psyniscience and focus power tests are that many levels more difficult.
Enemies: *Brain Leaf Ivy (as above)
*Maw fluke (as above)
*Skin Taker option 1 (C.A. pg 65) [int +10, W +15, improved natural weapons]
*Dusk Stalker (DHpg347) [unnatural StrengthX2, U.T.X2, lightning reflexes, improved natural weapons, armour +2(all), weapon 1d10+5R pen 3, razor sharp]
7) Continent 2:
This continent appears to be the caldera of a massive, long-dead volcano. The shores slope up sharply to a ridge, then back down into the interior. The lowest part of the ridge is on the eastern side, where it dips into the ocean. The highest parts of the caldera’s ridge is on the western coast. The interior all slopes down to the east, and there is one river that flows from a waterfall on the highest ridge. The entire continent is covered in purple-brown mottled leafy trees and shrubs, about chest high, with tall trees and a very thick triple canopy. Southern tropical beaches are very sandy with large waves (Int: +0 will notice that without a moon, these waves are not entirely natural). There are many caves along caldera’s ridge, all empty, but have had signs of occupation at some points. There are also several villages along river and 2 villages and 1 compound on the ridge.
*Coastal areas: sandy beaches with good surfing waves
Enemies: schools of Crotalids (MotXpg 67)
*Hill lands(between river valley and ridge): Tall trees and thick vegetation where ambushes from bushes, then dropping from trees relatively common.
Enemies: Dybuk Renders (Dead Starspg65)
*North Village: (Slaugth), a village of wood and strange material is in a small clearing on the side of the caldera, overlooking the interior. It appears empty when SM’s approach, but there are concealed Slaugth vassal constructs (DotDGpg81), first a few individuals attack as SM’s enter clearing, then after 1 round, 1 horde mag 35 coming from 3 sides. If hordes survive 4 rounds, 12 Slaugth infiltrators (Dark Heresy GMKpg21) and 1 overseer (DotDGpg80) emerge from hiding (per: visual vs Slaugth concealment test when SM’s arrive), and attack. They will attack until SM’s retreat, or until 8 Slaugth or overseer dies, then they will attempt to retreat.
*South Village: same as North village.
*Pens compound: At the highest peak, not far from the waterfall, a somewhat larger clearing has a compound with high walls, guard towers and a strange type of wire around it all. (Int: +0 to realize this compound looks like its designed to keep in as much as out). All remaining Slaugth should be here, plus Slaugth leader (miss book, Dead Stars pg 62) but if any village has not been attacked, and Slaugth somehow know the SM’s are coming, they will all be here, in defensive positions. If/when SM’s attack, the Slaugth will release a horde of Mahirites magnitude 100. All of them are malnourished and filthy (released from forced captivity)
*Mahirite Villages/Caldera interior: Several villages lie along banks of river flowing from ridge to ocean, all well built and populated, seemingly organized and defensible. The aboriginal population is immediately hostile, and women and children will scatter as SM’s approach, while males will emerge from all buildings carrying what looks like weapons. They do not speak Gothic, but will attempt to mime that they want SM’s to leave, and will attempt to prevent SM’s from entering their villages.
Enemies: Crotalids; coasts (MotXpg 67)
Skin takers lowlands and coasts (as above)
Dusk Stalkers lowlands, coasts and hills (as above)
Dybuk Renders hills (Dead Starspg65 [replace daemonic with UTX2 +30INT, remove from beyond])
Slaugth: Leader: Miss Book (dead stars pg 65, replace psalter book with orb made of strange material
Overseers: Slaugth overseer, (DotDGpg80)
Slaugth individuals: Infiltrator (Dark Heresy GMKpg21)
Slaugth troops: harvest constructs(dead starspg66)[Reform, Rally, pistol does 2d10+6pen 4, Toxic]
Vassal constructs: (DotDGpg81)[WS 20, BS 40, half use needlers with Toxic trait, half use Webbers]
***Slaugth hordes*** SM’s must do a minimum of 18 DMG to reduce magnitude, and the maximum amount of damage per hit is 1, due to high toughness and undying trait, slaugth horde magnitude cannot be reduced by more than one per hit. This ignores all skills, special abilities, talents, traits, weapon characteristics and descriptions of special ammunitions. No hit can reduce the magnitude damage inflicted to a horde of Slaugth by more than one. Overseers should only be used as individuals, and this rule does not apply to constructs.
Mahirite population should be Enoullians (CA pg86 [T is 55])
8) Continent 1:
Desert Zone: This Western third of the largest continent is a massive sand and rock expanses with very little life. The soil is saturated with heavy metals, psi-dampening metals, and other toxic chemicals from the volcanic continent 3. There is even a permanent cloudcover over the coastal areas from the constantly billowing gasses from those volcanoes. The lifelessness is exacerbated by a major lack of water. Any life that exists, does so either by living deep underground the majority of the time, or by living in one of the few scattered watering holes with small, compact biospheres. This water is still highly toxic if ingested, requiring a Toughness test to avoid being poisoned(1d10 permanent T damage, 1d5 levels of fatigue). Tyranid only present in small numbers, and only in the southern areas, and those in the foothills of the mountains.
Enemies: Few scattered Gargoyles(MotXpg41) and Ravenors(MotXpg46)
Osedex(CApg44)[unnatural ToughnessX3, Burrower(4), W +10]
Sand Devil (DHGMKpg 29)
Northern Grasslands: This is a massive semiarid expanse of low grasslands and rolling hills leading up to high plains, then into foothills of mountains, the empty stretches leading into the deserts, and the temperate forests that give way to the tropical jungles. There are large groves of trees, patches of scrub grasses, even bogs and marshes along watery areas. There are no Tyranid in this area, and the level of hazardous flora is high, but fauna is low.
Dangers: Sink Bogs: terrain where all creatures will sink to their doom, unless they burn a fate point or manage to get assistance to be pulled out. SM’s should encounter one first with something in it to know what it looks like, then (per: visual+0 to notice).
Ripper Whip groves (CApg40 [uTX4, lightning reflexes, improved natural weapons, double team, UTX2, USX3, if hits with two attacks in one turn, gains +30 in subsequent grapple checks to pull prey closer to maw, Maw gains pen 5]
Sabre Wolf: (DHpg348) [WS 58 USX2, UTX2, Improved natural weapons] found in high plains and borders of other zones in packs, horde mag 10-20
Fenksworld Pit Thing; (CApg55)[armour 7, wounds 43, weapons gain pen5] found only close to mountains, but relatively common there. Also, at the beginning of encounter, psycher roll 1d5, add that many levels of difficulty to any psychic rolls.
Species XJ36N: (CApg39) [drags tentacles across surface and picks up food by stunning it, then pulls it up. WS50 BS0 S65 T40 Ag36 Int34 Per40 WP41 W48 Move: 3/6/9/12, Skills: Awareness +10, shadowing, silent move +30, Talents: Blind fighing, hightened senses(touch), swift attack. Traits: Amorphous, blind, flyer, hoverer, multiple arms(tentacles), Strange physiology, Ground sense. Armour: 8 Weapons: tentacles 1d10+9I, Toxic. Always attempts to initiate grapple.
Western Jungle: The western Jungle of continent 1 is the single largest area on the planet, both in terms of area and biological density. Most of it is not hazardous to SM’s, but are frequently visible, watching and moving around, mostly towards the south. There are many sources of water, streams, rivers and ponds, flowing from the mountains or underground sources. In the lowlands, there are many rivers, lakes and open fields. The hill lands have an increasing number of trees (including ripper whips). The foothills leading into the mountains are even more densely populated with dangerous creatures, and increasing more the closer to the mountains the SM’s get. The farther south the SM’s get, the more common leapers are, and Tyranids in general, mostly all are scouting bioforms though, and SM’s may even see a ravenor or other scout getting attacked by aboriginal species. Also, far in the south, when the zone changes from tropical to temperate, small patches of the forest start to appear burned out, as if bombarded. Other parts look as if battle happened there, and the ground is littered with Tyranid bodies. In all these areas, if the SM’s do not attack aboriginal creatures when they see them, the creatures will move on towards the south without attacking the SM’s. Eventually, traveling south, they will encounter what appears to be a mass of sink bogs and carnivorous plants, including ripper whips, brain leaf ivy, and unique local species. On the far side is a massive grove of ripper whips, which seem to funnel creatures passing from south to north into massive groups of these dangerous flora. (tactics: defense or assault +0: realize this is some kind of maginot line facing the south). The ripper whips are close together, and they all support each other mutually. It is clear (as long as the tactics test was successful) that there have been several massed Tyranid assaults to this line, and if SM’s attempt to traverse south, they are allowed, or east to west the see the same, except they also will see many aboriginal creatures hiding in the forest far behind the line, sleeping, chewing bones or Tyranid carcasses, or looking tiredly at the SM’s without moving. There are also many patrols of large creatures, and lots of birds always flying overhead. The exact composition of the defending plants and animals changes, but the line stretches from the coast to the mountains themselves.
Dangers: Anything and everything from everywhere else in this scenario.
Mountain Chain: The mountain chain runs north to south, close to the shores on both ends, and they reach very high into the upper atmosphere. They are large and remote, and they appear to have been made by plate tectonics. It’s aura in the warp is strange, like looking at stormclouds during sunset; there is black streaks and spots, as well as areas of little light to streaks and spots of intense warp energy. Looking at it with psyniscience is strangely beautiful and chilling at the same time. Northern areas have little life, especially animal, but much plant life still remains, as well as (with a tracking test +0), evidence of many animals living there for extended periods of time. Close to the bottoms of the mountaits, Pit things are present in small numbers. In the central region of the mountains, the SM’s start to pick up a very weak distress signal. They can follow it (tech-use +0) to a small village surrounding a relatively large crashed Imperial lander. The village is populated exclusively by Orgyn. The ship has markings of a chartist exploratory fleet (lore: heraldry +0). The ogryn seem to be living pastoral lives, attempting to farm and raise livestock, but also clearly have high grade weapons. They have built several buildings out of local materials and parts scavenged from the lander. If SM’s attack, the Orgyn will attempt to surrender as soon as its realized who is attacking. The Ogryn will communicate in bad low gothic and invite the SM’s in, welcoming them as heroes if they do not attack. They will prepare feast for SM’s and will answer any questions to the best of their ability. They crashed there long long long long long… long long long ago, and were left. Their women and children were left on big ship. They have seen and fought off slaugth as well as Tyranids. They are somewhat friends with Mahir, but don’t talk to them often. They do not know the distress signal is on, and have scavenged what they can from the lander. What they didn’t know to take is: several gallons of promethium remains in the tank, 120 rounds of heavy bolter ammunition, 200 rounds of regular bolter ammunition, 2 melta bombs, 40 kilos of demolition charges and some little remaining emergency rations and medical supplies. The ship itself is unrecoverable. Ogryn will have a party to celebrate SM’s arrival, and will pledge themselves to SM’s, forming a horde mag 50.
The Grotto of Mahir: At all places on the first continent, there are creatures that call themselves Mahir (they follow the profile for the Widower, Tattered Fates page 61). Any Encounter with them could lead to the Grotto, if the SM’s choose to communicate rather than attack. Mahir wants to talk to SM’s, to try to recruit their help defending itself. Any individual Mahir they talk to will lead them to a remote mountain valley, with no life of any kind, then into a cave. It is long and deep, and remarkably straight for how natural it appears. It is filled with different streaks of psi dampening materials and normal rock. It leads to a massve grotto, whose walls are covered in a film of phosphorescent fungus, casting a soft light over what appears to be a lake of molten wax or possibly gelatin. Their guide dissolves into it, then it stirs and inside each SM’s head, they hear a soft, feminine voice. It explains they are an ancient collective that has watched over the planet for millennia. They are the physical manifestation of it’s will, and their beloved home is in jeopardy of being overrun by a terrible xenos threat. It says 3 terrible creatures have recently come to the surface, and the beleaguered defenders have little hope of holding on much longer. They knew of the Slaugth, and pushed their incursion to the 2nd continent before the Tyranid came, but couldn’t kill them all, and had to defend themselves. The Mahirites are a recently evolved race, and friendly to Mahir. The Orgyn cause no harm, they live in peace, but fight viciously when attacked. They know anything and everything about the planet, and will help the SM’s by delivering the entire Tau force or any part of it to the SM’s either dead or alive, if the SM’s agree to help by killing at least 2 of the 3 terrible creatures. Images of 2 of them flash in SM’s minds, (forbidden lore: xenos +0) to see one is a regular carnfex attacking a crucial mountain pass, leading to the interior of the continent where the Tyranid will be able to easily overrun the rest of the continent, other is a venomspitter attacking the ‘maginot’ line. Did not make offer to Tau because it cannot communicate with them. If SM’s help Mahir, it will help them (as above), if not, it will hinder them and help protect Tau. If offer accepted, rock will roll away to reveal massive weapon and fuel stash of imperial and xenos tech from crashes. Third creature is the Overlord, and is here to smash opposition and bring this planet to heel to be consumed.
Dangers: anything else on continent 1
Ogryn (DotDGpg89), improved natural weapons, armour is not primitive. They are armed with clubs 1d10+12 PEN 5, and SP weapons 1d10+5 PEN 3, also a leader(named Ruukh) with USX3 and UTX3, armour 7, bulging biceps armed with a lazcannon with sight(+10BS) and a massive chainaxe (2d10+6 PEN 5), WS+30, BS+10. Make up a horde mag 50 USX3, UTX3, Int29, brutal charge, reform(command test +30 with Ruukh), Sturdy. Horde also has 2 additional lazcannons
Mahir: (as Tattered Fates, page 61) unweakened state, wounds necessary to destroy is 35 instead of 20.

Flamewing’s Team: have team leader roll 1d10, and consult region chart, that’s where his team is when scenario begins.
Commander Flamewing: MotX pg 14
2 Tau Commanders DW pg 365
Broadside Battlesuit: MotX pg 11
Stealth Suit: DW pg 367
Fire Warrior: DW pg 368 mag 15
Gun drones: DW pg 367, several hordes adding up to mag 200.

Dagon Overlord will be with one of the carnifex’s or the other, randomly.

Sounds like one hell of a death world! I like it and I might just steal your idea and use it for myself, with you permission, of course. :)