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#81 Face Eater

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Posted 13 December 2012 - 12:14 AM

Rumor has spread that an ancient, pre-Imperial Star Map has been located in Vanity's underhive, a planet already in a warzone. Apparently the map indicates the location of an Eldar Exodite world within Imperial space in the Jericho reach. Some puritans already want to destroy the map as heresy but the Lords of Ordo Xeno's believe the map could be true and may confirm their suspicions that the Eldar have technology that mask an entire solar system from perception in the warp.

Proof of this concept could affect strategy across the entire Imperium. Finding this Exodite world, which may even be a Maiden world, would not give the Imperium access to the resources of the Eldar system and enable them to deny it's use to the multitude of Corsairs which constantly plague the Imperial merchant vessels.

However the Biel-Tan craftworld seem to have been made aware of the map and are trying to destroy it themselves to protect the world. The normaly obtuse Eldar keep their thoughts to themselves but in a rare frank exchange with a Farseer the Ordo Xeno's learned that, to this particular group of Eldar at least the Imperium is their archenemy, due in some part to some perceived 'genocide' during the great crusade and afterwards.

Inquisitor Rathamus was sent to locate the map, but encountered some of the Eldar forces. His entire retinue has been destoyed and he is wounded. Infiltrate the lower levels of the hive, rescue the Inquisitor and defend him as he tries to obtain the map. Be alert the Eldar cannot move freely in the hive and they will be using their foul 'magics' to appear human or to not appear at all. In addition, the Chaos forces that are probing the planets defences might move against you once they spot you in the area; there is a an ancient secret human society dedicated defending the Eldar due to pre-Imperial co-operation with the race; there are parts of the Adeptus Terra and even the Inquisition that may not want you to find the map, either due it's apparently heretical origin or just their unwillingness to open up a fourth front against the Eldar; and final watch your footing in the underhive it's dangerous place for even Astartes, who knows what might be lurking down there.



#82 SonofDorn

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Posted 18 December 2012 - 09:34 AM

Here's one mission idea that I want to have my Deathwatch Killteam experience as a one-shot scenario.

Donkey Kong.

An extremely large and heavily mutated ape-like creature is terrorizing a Hive city on a Forge world key to the Imperium's crusade in this sector. Just so happens that an Ordo Xenos Inquisitor is at this Hive and requests that the Kill-Team help rescue one of his cadre, a Sister of Battle of no small repute who happens to be carrying and item of importance (left up to the GM as a hook for future campaign).

As the team closes in one creature, it makes its way up into the upper spires of the hab, wreaking destruction and causing chaos wherever it goes, until it makes its way to the uppermost Spire of the Hive.

What you do with the "ape" is entirely up to you. It could be a creature bio-engineered by any particular race that delves in such matters, even the Magos Biologis. It could be some warp-spawned abomination let loose by cultists. I'm just throwing out ideas here for fun.


"The soul of the Imperial Fist can be found in his sword."

 


#83 Lago

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Posted 19 February 2013 - 10:47 AM

 

Drop Assault: While engaged in a fleet battle with chaos ships in low orbit over a war torn planet, the players are in the armory aboard a small Imperial Navy ship, equipping for a planetary assault on a fortress. However, while they still have only limited supplies equipped, the hull of the ship is shattered, and the players are blown out, hurdling down toward the planet. They are fortunate enough to fall onto another capital ship. Unfortunately, it's a chaos ship. Having taken a fair amount of fall damage and being low on supplies, they need to get inside and take out the chaos ship, as the space battle rages on above. After they take over the ship and crash land it into the fortress on the planet's surface, it's time to begin the assault.

Joint Ops: Have the squad prepare to Air Assault an objective with gravchutes out of a Storm Raven Gunship. However, one marine stays behind to act as the gunner in the Storm Raven. The squad must advance on the objective as the gunner helps them take out targets from above, providing some extra firepower. Once they reach the objective, however, the Storm Raven is shot down. The squad has to go rescue the downed crew and teammate from the approaching defenders.

Armored Spearhead: Assign the Killteam a Predator tank, and have each member fulfill a different role: driver, turret gunner, pintle gunner, commander, etc. Their mission is to break through to a group of inquisitorial storm troopers and their inquisitor who are surrounded by your choice of enemy: Traitor Guard, Orks, Nids, etc. After they have reached them, bring the Inquisitor back to base.



#84 Adeptus-B

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Posted 15 August 2013 - 03:00 PM

Smart Kill-Teams tailor their equipment Requisitions to the specific enemy they are being sent to fight- and there are few opponents that can stand up to a group of Astartes with carefully optimized weaponry. One fun twist a GM can throw at such an opponent-optimized Kill-Team is the old 'Bait and Switch':

 

The team is prepped to capture an enemy outpost; naturally they Requisition weapons optimal for the enemies they think they will be facing. Upon arriving at the outpost, however, they find that their expected opponents have been wiped out by...something else, something that they are most definitely not kitted out to take on...

 

There are any number of variants one could use in this scenario: after arming up specifically to battle Tau for the outpost, the Kill-Team finds it overrun by Tyranids, for example. Or the Ork fort they have been sent to take has been raided by Dark Eldar slavers (who would love to capture some Space Marines for their arenas); how useful will those Ork-busting Flamers be against opponents with sky-high Dodge and Movement rates...?



#85 Magnus Grendel

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Posted 23 August 2013 - 03:17 AM

"Good idea but you need a set-up to give the Tau authors some wiggle room to use their interpretative skill. Either you do not use the Codex itself but a famous interpretative text and have the Tau mess with that or you have  a Codex that has been "translated" into a local natives language.

Use a language your players are not familiar with and encourage them to use an online translator to translate what you have prepared back into your native language. Half way into the text let the clues become obvious.

Induce epic rage into your Ultra players (and laughter for everyone else I guess)."

 

If you want to use this - a canonical thing introduced into 40k in the Farsight Enclaves book is the Mirrorcodex - it's essentially the codex astartes as reverse engineered by O'Shovah. It's quite possible that one of Flamewing's more scholarly subordinates might have a copy, and finding it - and realising what it is - should provoke appropriate rage, especially if he's been successful at mousetrapping other kill teams recently.

 

It's also a useful adventure seed because that implies said commander has Farsight Enclave-ish tendancies which could be played upon.



#86 Adeptus-B

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Posted 14 February 2014 - 09:07 PM

C'mon, let's keep this thread going! How about-

 

Blackhawk Stormraven Down

 

On their way back to base after a mission, the Killteam's transport takes a direct hit, crashing well behind enemy lines. The Bad Guys are eager to take Astartes heads as trophies, and they don't care about the 'kill ratio' it takes to do it. Can the Killteam find a defensible location and hold out against the endless waves of attackers until another extraction vehicle arrives?

 

One way to make this extra tense is to override the 'unlimited ammo' rule- after all, it is specifically stated that Deathwatch Marines carry enough ammo for the mission at hand, and that mission was over at the time of the crash...


Edited by Adeptus-B, 14 February 2014 - 09:08 PM.


#87 Alrik Vas

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Posted 15 February 2014 - 09:42 AM

There is a massive siege on one damned world or another, Guardsmen and Battle Sisters storm Chaos fortresses.  However, on this world a powerful Word Barer leader sits as overlord.  Deathwatch has just discovered this and plans to send the kill-team in to eliminate him in support of the crusade efforts.

 

There are of course, a number of complications.

 

1. The IG commanders have been surprisingly successful on this world and are reluctant to let the Astartes have any of their glory.  This could manifest in a lack of intelligence sharing, meddling in the kill-team's affairs by sending in their own men while the Astartes would prefer to go unnoticed, or perhaps they'll make a misstep and push too hard, assuming the kill-team is there to finish the war for them and thusly causing a catastrophic loss of soldiers.  How will the kill-team react to this balking of their mission and reputation?

 

2. The Word Bearer has been withdrawing forces to consolidate in a large wasteland basin area, more or less allowing the IG to walk all over acceptably sacrificial targets with ease.  In the basin, he is conducting a mass ritual that will summon his true allies, a massed army of daemons!  To complete the ritual, he needs many willing souls (his men) and a holy relic to foul (which he has, and leads us to snag 3). 

 

3. A Black Templar Chaplain is on a quest for vengeance against the Traitor Marine.  Some centuries ago they fought and the Word Bearer made off with the Templar's relic weapon, The True Answer, a massive thunder-maul.  The chaplain is on what he considers a holy quest and will take no assistance, perhaps reacting violently to interference from others.  When he learns of what is going to happen to his hammer, he'll be utterly maddended, charging off alone into the hordes of chaos.  Will the kill-team allow this venerable brother to die alone or will they follow him into the ruinous hordes?

 

4. The only good thing in this situation are the Adepta Sororitas, as they'll be helpful to the kill-team, but if they meet the brother chaplain, they'll probably want to go charging off in his wake...yeah.

 

5. Some of the IG commanders have become corrupted.  It isn't just the WB pulling back that has given them success, they've started to be influenced by our old buddy the blood god.  Their corruption isn't advanced, or complete, but their bloodthirst is starting to show.  Eventually, if no one notices, the whole invasion force would be at risk of corruption.


Edited by Alrik Vas, 15 February 2014 - 09:46 AM.


#88 Visitor Q

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Posted 15 February 2014 - 05:04 PM

The Indestructible Xenos

 

The Kill Team is tasked with bringing back a unique specimen of a xenos.  A very rare xenos creature that through either Warp Taint or some kind of forbidden technology has been found to be almost completly indestructible.  Small arms fire up to and including bolter rounds do little to impede it at all.  More extreme weapons such as Lascannons or Multi-Meltas cause it pain but it quickly regenerates.  Lance Strikes will disintergrate it and scatter it's ashes but a few weeks, months or years later it wil reform.  It also has a knack for escaping confinment.  Over a 600 year period the xenos has been captured and escaped from incresingly secure Deathwatch facilities no less than four times.  The Deathwatch dearly wishes to destroy the creature but has yet to find a way of permanently disposing on it so has settled on capture.

 

The Exact details are left to the GM but I would suggest a creature that is roughly the size of a space marine, and about as dangeorus offensively.  On the defensive give it huge Armour value (20 minimum) and at least 100 wounds.  It regenerates 10-20 wounds a turn regardless of it's state of being or whether it has been killed.

 

It is intelligent and I suggest it has a cohort of minions (who are very killable).  The PCs must find away of capturing the beast and confining it securely.


Edited by Visitor Q, 19 February 2014 - 08:38 AM.


#89 Alrik Vas

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Posted 17 February 2014 - 09:09 AM

That's interesting.  Have you read about the mysterious xenos the inquisition captured that's in a containment field (they think...) though it registers no signature and is completely invisible?  That idea creeps me out...


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#90 Lord Master Igneus

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Posted 18 February 2014 - 08:06 AM

Smart Kill-Teams tailor their equipment Requisitions to the specific enemy they are being sent to fight- and there are few opponents that can stand up to a group of Astartes with carefully optimized weaponry. One fun twist a GM can throw at such an opponent-optimized Kill-Team is the old 'Bait and Switch':

 

The team is prepped to capture an enemy outpost; naturally they Requisition weapons optimal for the enemies they think they will be facing. Upon arriving at the outpost, however, they find that their expected opponents have been wiped out by...something else, something that they are most definitely not kitted out to take on...

 

There are any number of variants one could use in this scenario: after arming up specifically to battle Tau for the outpost, the Kill-Team finds it overrun by Tyranids, for example. Or the Ork fort they have been sent to take has been raided by Dark Eldar slavers (who would love to capture some Space Marines for their arenas); how useful will those Ork-busting Flamers be against opponents with sky-high Dodge and Movement rates...?

 

I actually planned a similar mission! Basically they'll be expecting a "cleanse the gene-stealers and blow up the space hulk approaching an imperial world before it draws the hive mind to it" type of thing, but then they arrive on said space hulk to find lots of dead gene-stealers, possibly with their bodies arranged in the shape of the mark of Khorne, but I probably won't go for that as it would ruin the suprise! Basically they'll venture into another room full of more dead gene-stealers and then all of the sudden CULTIST HORDES WITH A SIDE OF BERSERKERS AAAAAAAAAAAAAAAA! 



#91 Visitor Q

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Posted 19 February 2014 - 08:36 AM

Double post sorry.

Edited by Visitor Q, 19 February 2014 - 08:37 AM.


#92 Visitor Q

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Posted 19 February 2014 - 08:41 AM

That's interesting.  Have you read about the mysterious xenos the inquisition captured that's in a containment field (they think...) though it registers no signature and is completely invisible?  That idea creeps me out...

 

Yeah, that has given me a few ideas.  That said part of me does wonder whether it is simply a malfunctioning sensor error that has got a bit out of hand..... 



#93 Alrik Vas

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Posted 19 February 2014 - 02:40 PM

In M41, an entire religion could emerge from this idea.



#94 Adeptus-B

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Posted 23 February 2014 - 03:37 PM

SAVING PRIVATE RYANUS

 

Low-level Guardman Ryanus is on latrine duty when he sees an officer from a different regiment having a suspicious-looking covert meeting with a group of civilians. The guardsman reports the incident to his superiors; a few days later he is shipped off to the front lines.

 

Only later does the High Command realize that there is a traitor in their midst, selling secrets to the enemy. Too late, Ryanus' report winds its way through the bureaucracy and catches the attention of the intelligence agents. Ryanus couldn't identify the officer at the sinister meeting, but he is sure he would recognize him if he saw him again. Orders are given for him to return to HQ.

 

Unfortunately, his unit's position was overrun by xeno forces, and all contact has been lost. IG forces are in retreat on this particular battlefront, and they cannot spare men to go hunting for a needle in a haystack behind enemy lines.

 

Can the Killteam locate the Guardsman and return him alive to HQ, despite the inherent 'squishyness' of mere mortals in comparison to Astartes...?


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#95 Visitor Q

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Posted 24 February 2014 - 06:01 AM

SAVING PRIVATE RYANUS

 

Low-level Guardman Ryanus is on latrine duty when he sees an officer from a different regiment having a suspicious-looking covert meeting with a group of civilians. The guardsman reports the incident to his superiors; a few days later he is shipped off to the front lines.

 

Only later does the High Command realize that there is a traitor in their midst, selling secrets to the enemy. Too late, Ryanus' report winds its way through the bureaucracy and catches the attention of the intelligence agents. Ryanus couldn't identify the officer at the sinister meeting, but he is sure he would recognize him if he saw him again. Orders are given for him to return to HQ.

 

Unfortunately, his unit's position was overrun by xeno forces, and all contact has been lost. IG forces are in retreat on this particular battlefront, and they cannot spare men to go hunting for a needle in a haystack behind enemy lines.

 

Can the Killteam locate the Guardsman and return him alive to HQ, despite the inherent 'squishyness' of mere mortals in comparison to Astartes...?

 

This one could justifiably be in almost any of the Wh40K RPG lines.  I'd imagine it would thematically be more suited to Only War although a Dark Heresy version with the decidedly non military acolytes working their way through a war zone would be interesting. 



#96 Misha

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Posted 03 July 2014 - 11:51 PM

Latrine duty... hmm. I wonder if the kill team could smell him out.



#97 Chaplain

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Posted 02 October 2014 - 02:57 AM

Got tired of people calling Deathwatch a shoot-em-up tabletop or bolter porn game?
Want your players to put their social and investigation skills to the front?
Look no further -

+++Shadows of Port-Falcon+++

Operation Quicksilver, a massive relocation of troops to Orpheus Salient is underway. Hive fleet Dagon methodicaly attacks systems with more biomass and weaker defences, minimizing its losses and growing in strength, and it percieves humanity as the most suitable target. Unless a massive, solid defence is brought up, the crusade will be overthrown, all if its salients will be abandoned with all personnel and equipment - a disaster endangering the whole segmentum. However if Operation Quicksilver will succeed, it is highly probable that hive fleet dagon will be either scattered or, better still, will unleash its power onto "softer" targets - worlds held by Tau and Heretics, giving humanity a much-needed opportunity to seize the initiative once more.

The key to victory is no longer in the hands of Lord-Militants and Admirals guiding crusade forces - it is in the hands of scribes and savants plotting and calculating without rest to turn a logistical nightmare into perfect strategical maneuver - relication of troops and equipment on a schale few mortals ever born witness to. And one of the cornerstones in their calculation is a void station Port-Falcon, an ancient void-station orbiting a nameless gas giant in a system whose importance was greatly underestimated before:

-It is located on the intersection of stable warp routs from Canis Salient to Orpheus Salient
-Its infrastructure allows for multiple ships being refuelled and rearmed, megatonnes of equipment stored and millions of troops stationed at any given time
-Station drydocks can perform repairs for any ship of imperial design

However, instead of becoming a safe harbour and open gateway for Orpheus Salient, it only blocks a large army group and navy task force urgently needed elsewhere - the station is partially held by imperial forces, and partialy- by Tau expeditionary task force. It is clear that open warfare will likely cause the destruction or unacceptable reduction in output of Port-Falcon, and a fragile ceasefire is maintained with both sides refusing to stand down. Imperial diplomacy had failed, and Ordo Xenos inquisitor with a kill-team as a show of force is heading towards contested station with all the power of the Inquisition and a number of tasks:
-If possible, xenos should be persuaded to abandon the station without restorting to military means.
-Otherwise, kill-team should be used to assasinate the Tau command staff, decapitate xeno task force and hopefully minimize damage to Port-Falcon.

-Securing the system and opening it for Imperial traffic at the cost of destruction of Port Aquila will significantly stall and endanger Operation Quicksilver - this outcome should be considered a tactical defeat.
-Loss of system to xenos will put an end to Operation Quicksilver and, most likely, to the whole crusade in a catastrophical strategic defeat.

However, inquisitor and water caste envoys are assasinated during negotiations, and with tension skyrocketing among both sides and astropathic responce from central command not arriving in at least 76 hours the kill-team, only survivors of inquisitorial mission, are forced to continue the inquisitors work, either by negotiations or planning and commencing a military operation.

From that point it is a small sandbox with kill-team having to deal with following factions:
-Imperial officers of army group HQ. Some of them believe the time for negotiations is over, some point out that performing a sudden surgical strike is even less possible as Tau mobilize and fortify their positions.
-Tau envoys and commanders, being outnumbered and outgunned (by a small margin, though) are less warlike and still hope to negotiate with space marines, but their opinions are also split and they want proof that imperials were not responsible for assasination - and they want it quick.
-Unknown to both sides, a genestealer cult is provoking both sides with assasinations and sabotage - hive mind perfectly understands the value of the station and would try to force the hostilities.
-Unknown to both sides, an Eversor assasin had been brought to Port Falcon by inquisitor, programmed to cause panic among tau in case of death of inquisitor. He can make for unexpected ally if kill-team decides to go guns blazing or a deadly opponent who must be destroyed in secret from Tau - shold xenos detect a temple assasin or a kill-team on their part of station this would most likely provoke them to start the battle.

Edited by Chaplain, 02 October 2014 - 02:58 AM.

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