Ideas For Turning Points

By -Maestitia-, in Deathwatch Gamemasters

Hi everybody!

My english is not very good so I'll try to do my best, forgive my syntax angel.gif

I've crossed the famous line between GM and PC and last sunday I did play The Final Sanction with my buddies and for the next game, I wish I had more ideas for turning points.

This is a list of ideas to motivate the kill team :

  • The kill team must crossed a district and the only way is a bridge but this one is damaging and the fall is to take into account.
  • An old, blind man run toward you, but if you look better, you can see an explosive belt on him
  • A civil wounded is crying some help cause he can't move, but it's a trap cause a sniper is waiting for you
  • At a crossroads, a statue of the Emperor has been desecrated with parts of human corpses, but hidden, there is some explosives dissimulated

If you have some more, post it please here.

Thank you .
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My english isn't great and it's my native language - you've got nothing to worry about :P

*A church to the God-Emperor that still has a few loyal souls within that is under siege by heretic troops. The church is filled with the remaining loyalist PDF who would be willing to aid the kill-team if they are rescued in time.

*The local PDF has been comprimised and the enemy have liberated a number of heavy vehicles such as Leman Russ main battle tanks and Hydras. Assaulting them directly would be suicide - the kill-team needs to find a way to get around them to disable the tanks with grenades, scavenged explosives, or just being able to get onto the hull, rip open a hatch and shoot everyone inside with bolters.

*The local Arbites fortress-precinct was one of the first locations to fall after a number of explosive armed traitors infiltrated the fortress and set off their demolition charges in the main barracks and at the main gate. Traitors are now hastily repairing the fortress, even as they are handing out combat shotguns, grenades and carapace armour to their comrades from the Arbites armoury. Unless they are stopped, any hordes the kill-team encounter will have upgraded equipment.

  • The Tau have been making rapid advances on their current offensive. By the Grace of the God Emperor, they have begun to overextend themselves in their headlong advance. Final transmissions from Lightning fighers indicate that there are several logistical choke points behind Tau front lines. Destruction of these resources will cause not only a halt in any Tau offensive operations, but leave them vulnerable to counter attack by combined Guard and forces and further kill team actions. This presents an excellent oppertunity for a kill team to do what it does best, but each point will have massive numbers of trucks and/or containers of equipment and ammunition to be captured or destroyed, and there is whatever brought down the Lightnings.
  • Imperial guard mechanised units have fought overwhelming numbers of Stigmartus infantry to a standstill near a strategic building, city or facility. The sudden appearance of a Defiler has dramatically reduced the odds Imperial forces face. Destruction of the Defiler will be worht some kill markers, but there is alot more fighting before the facility is safe from the slimy clutches of Chaos.
  • A detachment of Sororitas have managed to get lost behind the front claws of a Tyranid invasion. They have managed to find or make a badly injured elite creature. a very rare one. They have finally been able to make contact with a headquarters unit who has called in a request for Deathwatch assistance. Collecting the creature is only part of the fight, it has called for reinforcements. Orders from an unknown Inquisitor has requred the creature to be alive when delivered to his ship in orbit, but if the hive mind cannot recover it's wounded child, it has resolved that no one should have it. Or it's corpse; that biomass belongs to the fleet, along with that of any foolish enough to stand between the two. It will stop at nothing to prevent the loss of this favored offspring. The creature can be crammed into a Thunderhawk if necessary, but the Sororitas and their Chimeras will not.

These are just a couple ideas, one for each salient. I tried to have a specific objective of each turning point, but also to remember that a turning point is just one part of a larger battle.

Lionus said:

These are just a couple ideas, one for each salient. I tried to have a specific objective of each turning point, but also to remember that a turning point is just one part of a larger battle.

Yeah that's the point indeed ;]

I've chosen some of yours, thank you both.
Like "several logistical choke points behind Tau front lines." It can make a good secondary objective more than a simple turning pint I mean.
The "church besieged" is also a great idéa but the theme of The Rescue is too used, and not very original.

You can write here some little traps you make to your players, like the Emperor's statue trapped with grenades.
I love this kind of tricks demonio.gif

I keep going searching some news ideas.
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