The small blurb on the dev's diary about mission really got me inspired somehow, and I started to think about what my first game of DW could be about.
I see this game going for a few gaming session... feel free to be critical (positively, hopefully) or to rip off if you like
The Imperial World of Noveria is under attack by Waagh Gazket, the Imperial Guard lead by the brilliant Commander Yarsef managed to stave off the attack for long enough that Space Marines of the Hawk Lords and Invaders Chapters are now assisting, with a small Squadron of Raven Guards Chapter specialists inbound. However, the cost has already been high, 2 of the 3 continents of the planets are under Greenskin control and have now become charnel pit of slaughter and heresy while battle rages on the last continent.
Noveria is a world of interest for the Ecclesiarchy because it is the final resting place of Saint Karivus, a former Lord Inquisitor and settlers of worlds. He was entombed in a majestic crypt on Noveria, because it was the first world he discovered/settled. The crypt is on one of the continent that fell to the Green Tide. While the Imperial Guard and Marines involved in the planetary defense would dearly love to reclaim the crypt, their effort are focused on the more pressing matter of securing the planet.
This is where the Deathwatch Kill-Team comes in. The Inquisition will not stand to have the remains of one of its most cherished and respected Lord desecrated by filthy Xenos, the team is to be dropped on the continent, their primary objective is to retrieve the remains of Saint Karivus and bring them to the extraction point. Their secondary objectives are to retrieve and bring back any relic of the God-Emperor of Man's Cult that are in the Crypt and to deal as much damage as possible to the invading Ork forces.
Of course, the Drop Pod won't arrive where it was supposed to. The first half of the game will be tense and mainly about stealth and paranoia... as mighty as the Kill-Team is, they can't survive against the full might of the Orkish force on the continent. They will have to travel as stealthily as possible in the warn torn continent that used to be a prosperous imperial world. They'll have to deal with small squadron of Ork fighters quickly and stealthily, hide from Ork flyers and major convey... but also have to deal with pocket of civilian survivors, Imperial Guard resistance fighters and even another strike force of battle-brothers sent to the continent to cripple some Ork objectives... do they help them? Forsake them? Try to steal their ressource to get to their objective faster?
In the second half, the plot thicken. Upon arriving to the shrine, the Kill-Team will find it swarming with Eldars. It turns out that the secret of Karivus' success in life was a stolen Eldar artifact, a Scepter with now unknown properties. The Eldars have finally localized it and are already on the move, going to their extraction point. The Kill-Team will now have to race with the Eldar, trying to stop them, eliminate them and retrieve the Scepter (And this part, having dealt 'correctly' with the surviving IG and the other Marines may actually prove to be helpful) all the while dealing with the marauding Orks who want nothing more than to fight new foes (Those are the boyz left on a vanquished continent, they are bored and ornery... well more so than usual).
When (if) the Kill-Team succeeds in retrieving the remain and the Scepter... they will have to get to the extraction point, all the while wondering how to deal with the fact that one of the Empire's great Hero and bastion of purity was a willing user of forbidden Xeno technology... if he succumbed to this temptation, what else did he succumb to? And what of his pupils who are still alive today? (plot hook for follow up games)
I was thinking of making the Scepter some kind of object that dealt with the Warp, and having Daemons (or maybe Chaos Marines) involved somehow, but it felt like the plot was getting complicated enough already... beside, it would make a great angle for a follow up game.