Sign in to follow this  
Followers 0
ak-73

Deathwatch Mini-Idea Dump

97 posts in this topic

As for the BA painter idea, I suppose he might also use a Pict Recorder and "creatively enhance" any pix taken. Still lighting and stance, etc should matter.

 

 

Anyway for a more sombre idea:

If the PCs are accompanied by some non-Astartes fellows (as with the Stormtroopers in Oblivion's Edge, for example) and one should get killed, don't let them die immediately. In their dying moments let them, while coughing blood, ask one of the Marines to remove their helmet (the nearest PC or determine randomly). The dying NPC just wants to see their face (they are the Emperor's angels after all). The NPC reaches out with one bloody hand as he tries to touch the marines face - 40% chance he'll die before he makes contact (unless the PC guides his hand). Then the NPC dies with the PC's face the last thing he sees in this world.

If the player plays along very well, award a temporary Fate Point for the remainder of the session.

 

Alex

 

PS Alternatively choose the PC with the least Fate Points (left) or most seriously injured.

 

Share this post


Link to post
Share on other sites

The Tau are assaulting a world important to the Administratum.  The Deathwatch is assigned to retrieve A Noble Matriarch/Sanctioned Psycher, one with blood ties to a member of the Lords of Terra. Failure is never an option but doing so here could mean bad political fallout for the entire Deathwatch.

 

On nearing the System the team receives intel that the Matriarchs compound is currently surrounded by heavy artillery and anti aircraft weaponry. The Overlapping fields of  fire make it impossible to get a ship in or out. The KT will have to decide where to in and take out multiple positions in short order to have the time to get the Matriarch out before the Tau-scum reinforce their lost positions and set up the unbroken killing field again.

 

When the KT finally makes it into the compound the Matriarch is Furious. Top of the line AdMech implants thrumming with energy as she practically floats back in forth yelling at her guards, and the KT once she deigns to notice them. She's using a form of High Gothic that is so old and grammatically precise that even the KT needs to take the time to parse the meaning of her words.

 

It seems her son, Emperor curse his xenos loving soul, Has fallen prey to the Tau ideas of the Greater Good and absconded with her beloved Granddaughter. She's not setting a foot outside the compound until she gets her granddaughter back, and woe be it to anyone who tries to make her. She seems easily  dangerous enough to take down a Space Marine, possibly more if they are trying not to hurt her and just restrain her.

 

Last intel from the guards present shows that the son was heading towards the Tau  Command Post just outside of the city, most likely to use recognition of him and his granddaughter as a rally point to gain sway over more local PDF forces.  The Daughter must be returned unharmed, but the Matriarch does note that if it can be accomplished she would like something messy to happen to her son.

 

Oh, and there's the issue of the Reinforcements being sent to shore up the holes the KT made in the siege forces when they first tried to get into the compound.

Share this post


Link to post
Share on other sites

While on a Hiveship (for example in OE): if a PC gets seriously wounded, let someone (preferably an NPC) notice that the Marine's blood is eating away at the organic floor (how is that as acid for blood?). Anyone present who is not familiar with Marine physiology will kneel down in awe and take this as a miracle, an auspicious sign, evidence of the holiness of the Adeptus Astartes.

Anybody who is familiar with Marine physiology will attribute it to the Haemastamen/Larraman's Organ implants and the interaction with a sensitive type of tyranid tissue.

 

Alex

Share this post


Link to post
Share on other sites

This one's good if you have a kill team with a space wolf. You have a routine excursion by the Kill team. they're sent to re-enforce an imperial guard line defending a planet from an Eldar fleet. when they arrive, everyone's dead. Guard, Eldar, Local populace, even the inquisitor that requested the Team's presence. What they DO find is a full Contingent of Thousand Sons raiding the planet for... Something. who knows? They cant leave yet, so they decide to hunker down and take stock of the situation. some two days after planet fall, a Thousand Patrol finds them, around the same time a full company of Space Wolves arrive to save the Kill team. The wolf lord of the Company (ironically the company from which the DW Space wolf hails) claps the Wolf on the back, saying that Russ has delivered him at this time. The Thousand sons are looking for relics that will give Magnus the power to venture back into the Imperium under the Guise of a rank and file space marine. However, one of the relics he needs is the shoulder pauldron from Russ's armour. they invite the DW Wolf to join in the fight. however, the kill team's leader just got confirmation that a thunderhawk would be touching down in Wolf held territory to take them to another mission. What does the Space wolf do? Does he stay with his brothers? or does he side with the Inquistion?

Share this post


Link to post
Share on other sites

This is a mission that i am helping my brother put together his 1st try at being a GM so his 1st misson

The Kill-Team are orded to evact a very important Tech- prist that has been working on a number of top secret project to help fight the Nids, The deathwatch do not know what the projects are about. He needs to be evected as the planet will soon be under attack from the nids.

By the time the kill-team rech the planet the hive ship is already there even tho intell said it should be weeks away. Kill team make there way planet side to where the tech prist has been working to find that it is under attack the defences are holding but will not for long,

As its his campain don't know to much more details but here are some more bits i know with talking through ideas

The ThunderHawk is takening out soon after Landing, How i am not sure. Once they have found the tech prist the soon found that he has been working very hard. You find in his under ground lab that he has found a race of Xenos that he has called the undieing and plans to use them to stop the nids.

This is as far as i can piece together, but because of the tech prist knowledge he got before going down the dark roots of tech hersey do the kill team try and keep him alive or kill him there. what if he don't want to leave and wants to make a stand with is undieing warriors can the kill team stop him and try and find away off the planet or help him as these metal men maybe the only way of stopping the nids.

 

This could work well if played right or go really badly as can see some poeple in the middle of a under ground city as the undieing waken. but having the 2 side fighting it out as the Kill team try and leave the planet as it will just be choas.

Share this post


Link to post
Share on other sites

Mattman375 said:

The ThunderHawk is takening out soon after Landing, How i am not sure.

 

Lictor On Board? Would make a nice bumper-sticker too...

 

Alex

 

Share this post


Link to post
Share on other sites

ak-73 said:

Mattman375 said:

 

The ThunderHawk is takening out soon after Landing, How i am not sure.

 

 

Lictor On Board? Would make a nice bumper-sticker too...

 

Alex

 

 

I say i don't as i don't know all the details but will let him know about that one but could have others already planned

Share this post


Link to post
Share on other sites

Pulling from other threads:

An Inquisitor or the like gives a battle brother an order that compromises his feeling of personal honor- killing a herdsman's flock of xeno animals on his farm becuase he wasn't cooperative enough with the Inquisitor's questions.

Or the group is forced into a temporary alliance with some Eldar, and during the negotiation of the alliance, the Eldar, knowing marines to be caught up in personal honor, requires the squad leader to swear an oath cementing the alliance, and in that oath it defines the terms and the ways in which the alliance can be terminated.  How does the negotiation play out?

Then at the end of the adventure, before the alliance has been dissolved (but close to that point) the Eldar has secured safe passage out of the system for his (or her) army as part of the deal.  The Inquisitor orders the KT to kill the Eldar commander and take out their command ship, which will allow the inbound Imperial Navy ships to mop up the disorganized remainder.  But the mission leader has sworn an oath that lets the Eldar get away.

Do they obey the command and kill the Eldar (which will probably end up killing some more humans in the near future anyhow) or do they uphold their promises, preparing themselves to face the Eldar force on other terms?  Do they come up with some other way to deal with them that doesn't violate their oaths?

Share this post


Link to post
Share on other sites

4 words:

L-E-G-I-O-N O-F T-H-E D-A-M-N-E-D.

So many ideas spring to mind. Anyone wanting to stat them (although it might deserve a thread of its own)?

 

Alex

Share this post


Link to post
Share on other sites

The PCs are caught up on an alien world and need to provide food to others - an accompanying Inquisitor, for example. Or a fledgling Imperial village that is starving. Time to make use of that Survival skill, Astartes.

 

Alex

Share this post


Link to post
Share on other sites

ak-73 said:

So many ideas spring to mind. Anyone wanting to stat them (although it might deserve a thread of its own)?

I've been inclined to write them up for a little while now. I may give it a try this evening...

Share this post


Link to post
Share on other sites

N0-1_H3r3 said:

ak-73 said:

So many ideas spring to mind. Anyone wanting to stat them (although it might deserve a thread of its own)?

 

I've been inclined to write them up for a little while now. I may give it a try this evening...

 

How will you handle their invul save? Like a force field? That's the simple answer. Regeneration? Might work but that's a bit creative license. Very Unnatural Toughness?

 

Alex

Share this post


Link to post
Share on other sites

ak-73 said:

N0-1_H3r3 said:

 

ak-73 said:

So many ideas spring to mind. Anyone wanting to stat them (although it might deserve a thread of its own)?

 

I've been inclined to write them up for a little while now. I may give it a try this evening...

 

 

 

How will you handle their invul save? Like a force field? That's the simple answer. Regeneration? Might work but that's a bit creative license. Very Unnatural Toughness?

 

Alex

I've got something in mind, but I'm not going to spoil it. Once the ideas are in place, it won't take me long to do the write-up and post it.

Share this post


Link to post
Share on other sites

N0-1_H3r3 said:

 

I've got something in mind, but I'm not going to spoil it. Once the ideas are in place, it won't take me long to do the write-up and post it.

 

Inspiration struck - how about protected by warp fire, burning away everything that hits. Also Vengeance rounds with Flame quality.

 

Alex

Share this post


Link to post
Share on other sites

Right, given that each appearance of the Legion of the Damned in the rules has been different (in Codex: Ultramarines, they're just Fearless, Fear-causing Veteran Space Marines... later versions gained the 'appear from thin air' quirk, leading to the current version which is heavily supernatural), I've put together something I feel to be reasonable. I can't actually find my copy of Codex: Space Marines, so I'm going from memory on a few things, and thus a couple of things might be incorrect... they've very much a spur-of-the-moment rough job.

Now, enough of my pre-emptive excuses...

Damned Legionnaire (Elite)
WS BS S T Ag Int Per WP Fel
55 55 55(12) 55(10) 50 50 50 60 50

Movement: 6/12/18/36; Wounds: 30

Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Common Lore (Adeptus Astartes) (Int), Common Lore (Imperium) (Int), Common Lore (War) (Int), Concealment (Ag), Drive (Ground Vehicle) (Ag), Forbidden Lore (Warp) (Int) +10, Intimidate (S) +20, Literacy (Int), Navigation (Surface) (Int), Scholastic Lore (Codex Astartes) (Int), Silent Move (Ag) +20, Speak Language (Low Gothic) (Int), Speak Language (High Gothic) (Int), Tactics (Assault Doctrine) (Int) +20, Tracking (Int)

Talents: Ambidextrous, Astartes Weapon Training, Bulging Biceps, Crushing Blow, Duty Unto Death, Hatred (Chaos Space Marines, Daemons, Mutants, Xenos, Heretics), Lightning Attack, Lightning Reflexes, Mighty Shot, Strong Minded, Swift Attack, , Heightened Senses (Hearing, Sight), Killing Strike, Nerves of Steel, Quick Draw, Resistance (Psychic Powers), True Grit, Unarmed Master

Traits: Astartes Implants, Auto-stabilised, Fear (3), From Beyond, Incorporeal, The Stuff of Nightmares, Undying, Unnatural Strength (x2), Unnatural Toughness (x2)

Weapons: Astartes Bolt Pistol (35m; S/2/—; 2d10+7 X; Pen 5; Clip 10; Rld Full; Tearing, Reliable), Frag Grenades (36m; S/-/-; 2d10+2 X; Blast (5)), Krak Grenades (36m; S/-/-; 3d10+6 X; Pen 6), Combat Knife (1d10+14 R; Pen 2) and one of the following:
• Astartes Bolter (100m; S/2/4; 2d10+7 X; Pen 5; Clip 28; Rld Full; Tearing, Reliable)
• Flamer (30m; S/-/-; 2d10+4 E; Pen 3; Clip 6; Rld 2Full; Flame)
• Plasma Gun (90m; S/2/-; 1d10+11 E; Pen 6; Clip 20; Rld 8Full; Overheats, or 100m; S/2/-; 2d10+11 E; Pen 8; Clip 20 (3x ammo use); Rld 8Full; Overheats, Recharge)
• Meltagun (30m; S/-/-; 2d10+10 E; Pen 13; Clip 5; Rld 2Full; +1d10 damage at Short Range)
• Heavy Bolter (120m; -/-/10; 2d10+12 X; Pen 6; Clip 60; Rld 2Full; Tearing)
• Heavy Flamer (30m; S/-/-; 2d10+8 E; Pen 6; Clip 10; Rld 2 Full; Flame)
• Lascannon (300m; S/-/-; 6d10+12 E; Pen 10; Clip 5; Rld 2Full)
• Missile Launcher with Frag (250m; S/-/-; 2d10+6 X; Blast (6); Clip 1; Rld Full) and Krak (250m; S/-/-; 4d10+10 X; Pen 12; Clip 1; Rld Full) Missiles.
• Multi-Melta (60m; S/-/-; 4d10+12 E; Pen 16; Clip 10; Rld 2Full; Blast (1); +1d10 at Short Range)
• Plasma Cannon (180m; S/-/-; 3d10+12 E; Pen 8; Clip 24; Rld 2Full; Overheats, Unreliable, Blast (1)) or (190m; S/-/-; 4d10+12 E; Pen 10; Clip 8; Rld 2Full; Overheats, Recharge, Unreliable, Blast (3)) on full power.

Armour: Astartes Power Armour (Body 10, Heady 8, Arms 8, Legs 8)

Special Rules

Wrath Incarnate: The Legion of the Damned seems to be little more than a spectral manifestation of the Emperor’s Wrath. The Legion of the Damned, in spite of the Incorporeal Trait, may attack and damage enemies normally. In addition, Damned Legionnaires do not track ammunition expenditure and need never reload. However, not being entirely intangible, any attack that hits by more than two degrees of success will strike true and be able to deal damage normally.

 

Yeah, they're terrifying... extremely difficult to stop by conventional means, fear-causing, mobile and possessed of considerable firepower backed up by great skill. But that's the point. The Legion of the Damned turn up when the Imperium would otherwise be utterly screwed, and thus they need to be powerful enough to make a difference during those epic end-of-mission conflicts where the group have burnt a half-dozen Fate Points already and still may not triumph.

Share this post


Link to post
Share on other sites

I might set them up a bit differently. But I might elaborate on that later.

 

In the meantime however I did think about how to stage them properly. The first thing that comes to mind is a squad manifesting and getting the PCs out of some sticky situation deus-ex machina style. But that's not very original.

Proper staging should (as a minimum, more elaborate stuff is thinkable) include this:

a) Not just a standard squad of LotD. That comes across to players as "Ah, now it's the LotD's turn to make their appearance in DW." It's too simple. My suggestion would be a more unusual sight - like a LotD Landspeeder (yeah!). Something like that.
b) No, boxing player's out of s**t. Or rather it should look like that initially: the players are trying to help some guards but find their position to be unmaintainable nonetheless due to enemy reenforcements. The LotD do appear at a critical moment and save the day. The players think "Ah, standard appearance." But in truth the LotD hasn't just appeared to keep them alive. Instead they leave behind a clue for the KT to follow which leads to a much greater danger (unknown so far to the KT) and that is why they in truth appeared to begin with.

 

 

Alex

 

PS Minor note: strictly speaking the LotD are anything but 'Undying.' Quite the contrary. I can see why you have given them that trait though. :-)

 

Share this post


Link to post
Share on other sites

ak-73 said:

PS Minor note: strictly speaking the LotD are anything but 'Undying.' Quite the contrary. I can see why you have given them that trait though. :-)

Depends on the interpretation, though I actually decided to give them The Stuff of Nightmares instead, and just forgot to remove the now-superfluous Undying.

Personally, I've never been sold on the idea that the Legion of the Damned are just the Fire Hawks with a warp-based makeover (which I don't think has ever been more than implied anyway). It just seemed too clean and too simple, and robbed the entire idea of its mystery (it also technically limits Legion of the Damned appearances to the last 40 or so years of the 41st Millennium, and thus prevents their use in the default Deathwatch setting). I'd sooner see them retain the mystery and uncertainty of their nature...

Share this post


Link to post
Share on other sites

N0-1_H3r3 said:

 

Depends on the interpretation, though I actually decided to give them The Stuff of Nightmares instead, and just forgot to remove the now-superfluous Undying.

 

I noticed. happy.gif Anyway, I have a slightly different interpretation in mind (and actually, given the nature of the 40K universe both might be true at the same time). As I imagine them, they can phase out of the warp. Which takes one transitionary turn in which they are incorporeal. In their manifest form they are in the material world (not corporeal) but not really stable either. They flicker between a ghost-like state and having substance, having some control over it though.

It's the only way I can envision them surviving a volcano cannon attack. I guess your version has more of a (physical) undead flavour while I see them more as ghosts.

 

Alex

 

PS Normally I dislike time travel but in the case of the illustrous Fire Hawks, I'd be willing to settle for that explanation. Not that the players ever need to know. Nor would they need to know that they can't do it reliably (or without great risks). Just my personal rationale - for the players they are just some helpful spectres.

 

PPS Another scenario: in some mission the LotD show up and start to fight the players (DW vs LotD - woohoo!). You need to give the players an edge or it might be a very difficult fight. If they survive, the impicit goal for the players is to realize that what they are about to do is something that will bring great ruin. Smart players will ask themselves "Why are they attacking us? They must have a good reason." That assumes the players or PCs know the LotD are "good guys."

 

Share this post


Link to post
Share on other sites

ak-73 said:

I noticed. happy.gif Anyway, I have a slightly different interpretation in mind (and actually, given the nature of the 40K universe both might be true at the same time). As I imagine them, they can phase out of the warp. Which takes one transitionary turn in which they are incorporeal. In their manifest form they are in the material world (not corporeal) but not really stable either. They flicker between a ghost-like state and having substance, having some control over it though.

So, the Phase trait, then. I considered that, but went for full-blown Incorporeal and a special rule that let them attack in spite of it. The "Ghosts of long-dead Astartes" depiction from one of the Ultramarines novels springs to mind. They're sort of like the Balrog, IMO - more akin to creatures of fire and darkness than anything tangible, in the shape of the Astartes and with all their might.

Share this post


Link to post
Share on other sites

 

Okay, here is my version. It is not fully thought through yet but just finished. Allow me to make some remarks:

1. I did decrease some of the stats in order to avoid any chance of giving a Mary Sue impression and because I think the edge of the LOTD comes from its supernatural abilties. Otherwise they are not too different from normal Marines. Low Ag because if want them to be more of the slow kind, low Fel because their appearance isn't too likable.
2. No running, as per 40K
3. Shortened the profile and all-in-all minor changes to skills only, all of them debatable, nothing really important in my mind. Talents: again, I prefer them to not really be much better than regular Marines. Swift attack because of 40K A2. Combat Formation because of 40K I4. TWW they should have for bolt pistol/chainsword combo. Crack Shot/Crippling Strike for a nasty surprise should they ever critically hit someone.
4. Traits: I have tried to emulate the 40K Invul save by making them have a quasi-Force Field per their unique trait. Int+10/(100-WP) are the de facto Force Field ratings (unless it's a delayed attack striking in the right moment that the Legionnaire is not aware of or a psy attack). This is the part least thought through. It makes the LotD vulnerable to clever tactics though. Not entirely made up about this.
5. New ammo: it's based on the LOTD description in the Codex. Might be overpowered, alternatively ditch the entire Vengeance rounds part and just make them cause their victims to be on fire.
6. I ditched all the hatred talents. I see the LOTD more as collected, solemn fighters. If you want similar bonuses though, I'd rather recommend the Slayer of Daemons, etc line of talents.
7. Number of wounds is debatable, I have not thought it through fully.

 

In short - if a DW KT was to fight a LOTD (half-)squad, the DW's edge should be the high-tech gear, etc. The LOTD's edge should be it's supernatural abilties.

 

So without even further ado:

 

Damned Legionnaire (Elite)
 

WS 55
BS 55
S 55 (12)
T 50 (10)
Ag 30
Int 45
Per 50
WP 60
Fel 20
(this layout makes for better reading here)

Movement: 4/8/-/-; Wounds: 30

 

Skills: Astartes Skills, modified in the following manner: add/replace with Forbidden Lore (Warp) (Int) +20, Intimidate (S) +20, Silent Move (Ag) +10, Tactics (Assault Doctrine) (Int) +20 

Talents: Astartes Talents, modified in the following manner: add Combat Formation, Crack Shot, Crippling Strike, Swift Attack, Two-Weapon Wielder(Ballistic), Two-Weapon Wielder(Melee)

Traits: Astartes Implants, Auto-stabilised, Fear (2), From Beyond, Indomitable(new), Spectre from the Warp(new), The Stuff of Nightmares (special: holy attacks do no damage, daemonic attacks do wound), Unnatural Strength (x2), Unnatural Toughness (x2)

 

Weapons: Astartes Bolt Pistol (35m; S/2/—; 2d10+7 X; Pen 5; Clip 10; Rld Full; Tearing, Reliable), Frag Grenades (36m; S/-/-; 2d10+2 X; Blast (5)), Krak Grenades (36m; S/-/-; 3d10+6 X; Pen 6), Combat Knife (1d10+14 R; Pen 2) and one of the following:
• Astartes Bolter (100m; S/2/4; 2d10+7 X; Pen 5; Clip 28; Rld Full; Tearing, Reliable)
• Flamer (30m; S/-/-; 2d10+4 E; Pen 3; Clip 6; Rld 2Full; Flame)
• Plasma Gun (90m; S/2/-; 1d10+11 E; Pen 6; Clip 20; Rld 8Full; Overheats, or 100m; S/2/-; 2d10+11 E; Pen 8; Clip 20 (3x ammo use); Rld 8Full; Overheats, Recharge)
• Meltagun (30m; S/-/-; 2d10+10 E; Pen 13; Clip 5; Rld 2Full; +1d10 damage at Short Range)
• Heavy Bolter (120m; -/-/10; 2d10+12 X; Pen 6; Clip 60; Rld 2Full; Tearing)
• Heavy Flamer (30m; S/-/-; 2d10+8 E; Pen 6; Clip 10; Rld 2 Full; Flame)
• Lascannon (300m; S/-/-; 6d10+12 E; Pen 10; Clip 5; Rld 2Full)
• Missile Launcher with Frag (250m; S/-/-; 2d10+6 X; Blast (6); Clip 1; Rld Full) and Krak (250m; S/-/-; 4d10+10 X; Pen 12; Clip 1; Rld Full) Missiles.
• Multi-Melta (60m; S/-/-; 4d10+12 E; Pen 16; Clip 10; Rld 2Full; Blast (1); +1d10 at Short Range)
• Plasma Cannon (180m; S/-/-; 3d10+12 E; Pen 8; Clip 24; Rld 2Full; Overheats, Unreliable, Blast (1)) or (190m; S/-/-; 4d10+12 E; Pen 10; Clip 8; Rld 2Full; Overheats, Recharge, Unreliable, Blast (3)) on full power.

Armour: Astartes Power Armour (Body 10, Heady 8, Arms 8, Legs 8)

 

Special Rules

Indomitable(new): The Legionnaire cannot be possessed, mind-controlled or otherwise mind-influenced through warp-based powers, including the reading of thoughts. 

Spectre from the Warp(new): The Legion of the Damned marines are travellers between the Warp the real world.
• Normally they exist only in the Warp Form where they can be detected with Psyniscience. Transitioning into the real world or back costs a Free Action and takes 1 full turn during which the Legionnaire has the Incorporeal Trait.

• In the Manifest Form the Legionnaire is a semi-corporeal being. He flickers between physical and incorporeal state and only due to an act of will he can persist as a real world entity. When it is the Legionnaire's turn and he is in Manifest Form he can act as if a normal Marine in the flesh. He can also evade attacks against him that he is aware of by phasing out at a blink of an eye by spending his Reaction and succeeding an Intelligence+10 test. If he succeeds, he counts against that attack as Incorporeal. When it is not the Legionnaire's turn, he can be assumed to be flickering. For every attack that hits, the Legionnaire must make a Willpower+0 test. If he fails(!) it, the Legionnaire has shifted out of the physical realm and counts as Incorporeal against the attack.

Warp Bolts(new): The Legionnaire's bolt weapons shoot ammunition that is not from this world. In game terms they count as Vengeance rounds without a chance for malfunction. For each attack that hits, the victim must pass an Agility test or be put on fire.

 

 

So, please let me know what you think of it.

 

Alex

Share this post


Link to post
Share on other sites

A KT has to deal with his high ranking imperial official. It doesn't need to be an inquisitor (but it could be), it could as well someone high in the Ecclesiarchy or whoever. That person is expecting the KT to do his bidding, bordering on giving them orders outright. He is accompanied by a huge retinue of devout followers, among whom there is someone the KT know and respect a lot (a Sororita heroine?).

When it comes to a clash between the KT and that person, outbreak violence looms. Will the KT resort to violence and possibly kill that official and his entire retinue of pure-hearted, devout and faithful servants or will they shy away from killing in order to save their acquiantances life (who will naturally side with his/her master).

 

Alex

Share this post


Link to post
Share on other sites

ak-73 said:

 

 

Oh and let's not forget the now classic "Do we kill the baby Vespid or not?" gran_risa.gif

 

Alex

 

 

Yes. You do.

Suffer not the Alien to live and all that.

 

Next question, please? and a little harder this time.

Share this post


Link to post
Share on other sites

Zamnil Blackaxe said:

ak-73 said:

 

 

Oh and let's not forget the now classic "Do we kill the baby Vespid or not?" gran_risa.gif

 

Alex

 

 

Yes. You do.

Suffer not the Alien to live and all that.

 

Next question, please? and a little harder this time.

 

My thoughts precisely. It was a reference to this though:

www.fantasyflightgames.com/edge_foros_discusion.asp

 

Alex

Share this post


Link to post
Share on other sites

The Kill team are sent a Vox transmission from an Ordo Xeno's inquisitor that was flagged for Inquisitorial attention. The transmission originates from a Space Marine combat squad during a regular mission that mentions evidence of a unidentified Xeno species/hither too unseen Tyranid organism at an ancient ruin. They are tasked with investigating the source on the front lines.

When they arrive they find that their Astartes squad in question is missing a Battle Brother but the remaining Brethren have no memory of the mission at all. All official records of the mission, including the recorded vox transmissions for that period do not exist. Space Marine command say they know nothing of the mission.

There are Inquisitorial pressence in area but they seem to be attempting to thwart the teams progress, long range scans show increased traffic in the area but all of it bears the most mundane of Adeptus codes, yet witnesses on the ground see nothing. This bears the mark of Inquisitorial interferance but can the players cut through the red tape to answer their own mystery.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0