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You are here: FFG Forums /  Roleplaying Games /  Deathwatch

Deathwatch
Join a brotherhood of the finest warriors in the universe
Moderator: FFG Andy FischerFFGAntonGeckoThe Spaniard Topics: 1402 | Posts: 27518
Deathwatch Mini-Idea Dump
by ak-73
Published on 01 December 2010 - 16:47:31
Page 4 of 6 (82 messages) « First page... 3 4 5 6 ...Last page »
Reply #46 | Published on 08 June 2011 - 08:57:54

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

talentlesshack's Fillable DW Character Sheets: www.megaupload.com/
A discussion of how to convert 40K TT firearms to Deathwatch: www.fantasyflightgames.com/edge_foros_discusion.asp
My DW Gear and Solo/Squad Mode cards: www.fantasyflightgames.com/edge_foros_discusion.asp
Pre-RoB Crimson Fists Full Chapter rules (complete overhaul pending): www.fantasyflightgames.com/edge_foros_discusion.asp

 

Reply #47 | Published on 19 June 2011 - 08:27:49
3
0

ak-73 said:

 

 

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

 

Alex

 

 

Yes. You do.

Suffer not the Alien to live and all that.

 

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

Without Signature

Reply #48 | Published on 19 June 2011 - 23:24:57

Zamnil Blackaxe said:

ak-73 said:

 

 

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

 

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

talentlesshack's Fillable DW Character Sheets: www.megaupload.com/
A discussion of how to convert 40K TT firearms to Deathwatch: www.fantasyflightgames.com/edge_foros_discusion.asp
My DW Gear and Solo/Squad Mode cards: www.fantasyflightgames.com/edge_foros_discusion.asp
Pre-RoB Crimson Fists Full Chapter rules (complete overhaul pending): www.fantasyflightgames.com/edge_foros_discusion.asp

 

Reply #49 | Published on 19 July 2011 - 06:08:37

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.

Without Signature

Reply #50 | Published on 05 August 2011 - 07:44:44

Especially good if a PC regularly consults the Codex Astartes:

Have the Codex Astartes strongly prescribe a certain course of actions which might be sound under different circumstances but which is obviously foolish under the conditions that the KT operates in.

Alternatively have the Codex Astartes recommend that the entire KT sacrifices itself for a higher cause (not the greater good).

 

Alex

talentlesshack's Fillable DW Character Sheets: www.megaupload.com/
A discussion of how to convert 40K TT firearms to Deathwatch: www.fantasyflightgames.com/edge_foros_discusion.asp
My DW Gear and Solo/Squad Mode cards: www.fantasyflightgames.com/edge_foros_discusion.asp
Pre-RoB Crimson Fists Full Chapter rules (complete overhaul pending): www.fantasyflightgames.com/edge_foros_discusion.asp

 

Reply #51 | Published on 07 August 2011 - 18:42:50
4
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 Here's one I'm currently working on for my round as GM of our group.

 

A distress signal is picked up by the Deathwatch watch station from a Deathwatch distress beacon.  The beacon is traced back to belonging to an Inquisitor whom it had been given in good faith and has friendly relations with the DW.  The KT is assigned the mission to retrieve the Inquisitor from the planet he has gone MIA or at least a data bank he keeps on him at all times.

What the KT dont know is that the planet the Inquisitor was kidnapped on is embroiled in a civil war, each side apparently loyal to the Imperium however secretly being manipulated by a Chaos Cult, maybe one side are secretly heretics, it could be both, or neither.  The KT not only have to find the Inquisitor but work out which side has him as both deny knowing that their was an Inquisitor on the planet and which are effectivly the heretics

Once they find the Inquisitor they may believe they have found the Cult however, the side that kidnapped the Inquisitor may be loyalists mistaking the Inquisitor for another one of his collegues (sp?) accompanied with other Astartes who were looking for something on the planet.  

 

Basically I am trying to incorperate RP into my campaign, get the KT interacting with Planetary Officials, other characters, maybe working for the wrong side and having to get themselves out of it.  However this is only the backbone of the campaign as I haven't started going into much detail yet with the different NPC, events and encounters.

 

 

Without Signature
Reply #52 | Published on 08 August 2011 - 07:06:21

Exactly my thinking about stimulating roleplay. Also, what's most important the Astartes are kinda like American troops in the middle east: everyone tries to get get to use them towards their own ends. 'He's the heretic!' 'No, she's the heretic! Kill her!'

 

 

Alex

talentlesshack's Fillable DW Character Sheets: www.megaupload.com/
A discussion of how to convert 40K TT firearms to Deathwatch: www.fantasyflightgames.com/edge_foros_discusion.asp
My DW Gear and Solo/Squad Mode cards: www.fantasyflightgames.com/edge_foros_discusion.asp
Pre-RoB Crimson Fists Full Chapter rules (complete overhaul pending): www.fantasyflightgames.com/edge_foros_discusion.asp

 

Reply #53 | Published on 08 August 2011 - 10:57:01
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 My only concern is that the team will be a little trigger happy and immediately start shooting the second they meet anyone. In our last campaign we started attempting to investigate but as more players joined it became easier to choose somewhere, attack it and what not without any prior intel, recognisance or real prep, which was only encouraged by the gm as he didn’t really like the system and was quite obvious when compared to his DH sessions.

I hope they don’t decided to continue down this route because I don’t really want to get to tough with them but if I have to make an objective harder to obtain due to the lack of prep then so be it :

Without Signature
Reply #54 | Published on 08 August 2011 - 12:27:44

Another idea: attach a powerful, well-protected and unabashedly Xanthite Inquisitor to the KT.

 

Alex

talentlesshack's Fillable DW Character Sheets: www.megaupload.com/
A discussion of how to convert 40K TT firearms to Deathwatch: www.fantasyflightgames.com/edge_foros_discusion.asp
My DW Gear and Solo/Squad Mode cards: www.fantasyflightgames.com/edge_foros_discusion.asp
Pre-RoB Crimson Fists Full Chapter rules (complete overhaul pending): www.fantasyflightgames.com/edge_foros_discusion.asp

 

Reply #55 | Published on 09 August 2011 - 23:30:04

ak-73 said:

 

Especially good if a PC regularly consults the Codex Astartes:

Have the Codex Astartes strongly prescribe a certain course of actions which might be sound under different circumstances but which is obviously foolish under the conditions that the KT operates in.

Alternatively have the Codex Astartes recommend that the entire KT sacrifices itself for a higher cause (not the greater good).

 

Alex

 

 

Alternative Twist!

A strange copy of the Codex Astartes comes in to the hands of the Kill-Team/Inquisitorial allies/whoever works for you, one that seems to exalt ideals in line with those of the Greater Good, and other Tau philisophical corner-stones. It is very old and appears to have been written by Guilleman himself, on cursory examination.

In actuality this copy of the Codex is an attempt by the Tau to clandestinely sway some of the Imperium's Space Marines around to their way of thinking, having captured copies of the text during previous conflicts with Astartes forces.

Obviously it's an attempt doomed to failure (silly ignorant and niave Tau), the real adventure is in the Kill-Team investigating and.. 'reacting' to this discovery.

"Would you like to travel across entire sectors in months, rather than years? Would you like to blast people with warp energy? Would you like to have an extra eye? Come down to Fabius Bile's Gene Emporium, and become a New Man!"

-MILLANDSON

Reply #56 | Published on 10 August 2011 - 01:11:32

Blood Pact said:

ak-73 said:

 

Especially good if a PC regularly consults the Codex Astartes:

Have the Codex Astartes strongly prescribe a certain course of actions which might be sound under different circumstances but which is obviously foolish under the conditions that the KT operates in.

Alternatively have the Codex Astartes recommend that the entire KT sacrifices itself for a higher cause (not the greater good).

 

Alex

 

 

Alternative Twist!

A strange copy of the Codex Astartes comes in to the hands of the Kill-Team/Inquisitorial allies/whoever works for you, one that seems to exalt ideals in line with those of the Greater Good, and other Tau philisophical corner-stones. It is very old and appears to have been written by Guilleman himself, on cursory examination.

In actuality this copy of the Codex is an attempt by the Tau to clandestinely sway some of the Imperium's Space Marines around to their way of thinking, having captured copies of the text during previous conflicts with Astartes forces.

Obviously it's an attempt doomed to failure (silly ignorant and niave Tau), the real adventure is in the Kill-Team investigating and.. 'reacting' to this discovery.

 

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).

 

Alex

talentlesshack's Fillable DW Character Sheets: www.megaupload.com/
A discussion of how to convert 40K TT firearms to Deathwatch: www.fantasyflightgames.com/edge_foros_discusion.asp
My DW Gear and Solo/Squad Mode cards: www.fantasyflightgames.com/edge_foros_discusion.asp
Pre-RoB Crimson Fists Full Chapter rules (complete overhaul pending): www.fantasyflightgames.com/edge_foros_discusion.asp

 

Reply #57 | Published on 20 October 2011 - 00:16:10

The kill-team needs to escort imperial personnel to safety which is surrounded by a largw swath of hordes that even they cannot defeat. Therefore the kill-team needs to tank, to deliberately draw fire away from their proteges. The more inventive and skillful the players go about this, the more of them will survive.

 

Alex

talentlesshack's Fillable DW Character Sheets: www.megaupload.com/
A discussion of how to convert 40K TT firearms to Deathwatch: www.fantasyflightgames.com/edge_foros_discusion.asp
My DW Gear and Solo/Squad Mode cards: www.fantasyflightgames.com/edge_foros_discusion.asp
Pre-RoB Crimson Fists Full Chapter rules (complete overhaul pending): www.fantasyflightgames.com/edge_foros_discusion.asp

 

Reply #58 | Published on 23 October 2011 - 16:22:15

Years ago, a small team of Scout Marines was sent on a mission on an unexplored jungle world with a feral human population, a world that was being overrun by Orks. The Marines completed their mission, but then the extraction vehicle was destroyed before the Marines could return, leaving them stranded on a world of minimal strategic value, a world rumored to be tainted by Chaos. Now, in anticipation of trying to take the feral world, the Crusade has conducted a few reconnisance missions, and come upon rumors of a "giant from the stars" leading a tribe of feral humans against the Orks. The excitement that one of the lost Marines may still be alive is tempered by the fact that the activities of this tribe show tell-tale signs of Corruption: mutiliated bodies, cannibalism, etc. So, the Kill Team is being sent into the dark heart of the Ork-infested jungle to track down the possible Marine survivor, and assess if he has been Tainted by Chaos: if not, they are to rescue him; otherwise, they are to "Terminate his command- with extreme prejudice..."

Reply #59 | Published on 23 October 2011 - 21:43:17

hehehe....good one, Adeptus-B!  The Horror! takes on a whole new meaning, now......

Vae Victus

Reply #60 | Published on 24 October 2011 - 14:17:58
1
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After investigating a space hulk, an explorator vessel goes missing. Centuries later it is detected drifting, and a salvage crew is dispatched. Communications are suddenly lost with the salvage fleet, missing their scheduled check in time by a week or so. When their next communication is received, it is text-only with a notation that other broadcasting equipment was rendered non-operational by an explosion on the explorator vessel. The format of the text is almost by-the-book perfect, but a sharp-eyed Inquisitor noticed a couple of grammatical inconsistencies or spelling errors, or something of the type. (Insert jokes about grammar-commissars here.) This information can be months old, but its pertinence is this: The explorator vessel and the salvage fleet have all been detected on real-space approach to an Imperial orbital dockyard.

The approach is such that the KT can be deployed in advance of their arrival, either to attempt early rendezvous, or however the game is meant to be run.

The foe that I have in mind is blatantly borrowed from the "Homeworld: Cataclysm" game - an alien organism (that could have been mutated by warp exposure on the space hulk, even) with the ability to subvert biological systems to its own ends, and to a limited extent, mechanical systems. The organism can take whatever form the GM desires, of course, though I've envisioned it as some sort of relatively quick-moving slime-mold. Organic systems are quickly subverted to work as neural circuitry and control systems for any mechanical systems. This can completely erase any underlying personality of the victim, or more horrifyingly, leave the mind intact but isolated from any outside abilities.

The abilities (speed of subversion, ability to penetrate ship hulls, armor, etc.) of the organism should be tweaked to taste. In it's video-game incarnation, within a matter of seconds it can subvert an entire ship. In RPG terms, it might be able to break down a victim over the span of minutes, completely overrunning a ship in tens of minutes or a matter of a handful of hours. Sealed power armor may provide as much protection from the threat as the GM desires, as well as the Marine immune system. Bolters probably would not be super effective against the organism, but may go a long way towards 'disrupting' clumps of organic circuitry or underlying mechanical bits. Flamers, though... flamers are good.

At any rate, the threat is a small fleet of Subverted vessels closing in on an Imperial shipyard. The organism may be limited to realspace travel due to the inability to replicate the abilities of a Navigator. Toss in whatever complications you like, shake well, and let sit in the fridge for 2-4 hours until it reaches the desired consistency. Serves 1 Kill Team.

"Into the fires of battle, unto the anvil of war!" -- Salamanders battle cry

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