|
I'm generating the first few scenarios for my Deathwatch group, after that it'll become more free flowing what they do, with a wider selection of which mission next. Think of it as the start of a game like Mass Effect, your first one or two are limited in terms of what order they happen in, but after that you get more freedom.
General
It’ll be the first campaign for several in my group, so I don’t want it to be too difficult, but I don’t want it to be so easy that they are bored out of their wits
Mission 1
As per the standard mission in the back of the main rulebook, but with a few alterations.
1) The planet is about to be hit with a gas blanket which will then ignited to burn away the swarm on that continent, hence the rush. The violence will be such that even a mighty Land Raider would be unable to survive the raging inferno. This replaces the idea that the main swarm is about to hit the area.
2) Commissar Sander and his unit weren’t just making a stand, they were en route to the mag-train with orders to reinforce the underground headquarters in the mountains immediately behind the refinery plant. This will only be learnt if they save the Commissar and he survives till the end of the mission.
3) At the end of the mission, the Hive Tyrant leading the swarm will be too close to the Thunderhawk, and one of the team members will have to leave the transport at the last minute to save the rest of the team. They’ll succeed (it’ll be more a cinematic moment than a played out one), but the Thunderhawk will have had to have left before the contest of might ended to escape the atmosphere and approaching Tyranid flier organisms. Dismayed by the loss of their synapse leader, the swarm will dissipate and the Battle Brother will see a path to the mountains open to him. A last transmission received before the lance strikes hit will be a retrieval call for the Battle Brother left behind. He successfully made it to a mine complex in the hills nearby prior to the lance strike which ignited the gas in the area.
Extra Rewards
1) If the members complete the objective ‘Honour the Emperor’s Loyal Servants’ then whichever member(s) pushed for them to be rescued will gain the Rank 2 skill Lore: Common (Imperial Guard). If they already have this skill then there is no bonus.
More to follow including a retrieval mission for the poor bugger left behind. If you can think of rewards that would be appropriate then feel free to share.
Mission 2 - ‘Retrieval’
The lance strike was a success, the swarm has been devastated. From the windows of the Thunderhawk as it approaches the Cruiser you see them stab down, blinding streaks of pure violence shattering the peace of the sky below. Yet the victory is a bitter one for your Kill Team. You feel the loss of your Battle Brother keenly, and commend his spirit to the Emperor. Upon returning to the hangar bay, you are met by a servitor with new mission plans. A vox message was received from the surface before the strike began. Hope is kindled, your lost Brother lives! Rearming on the hangar floor, you return to the belly of your transport, bound for his last known location.
The Thunderhawk burns through the atmosphere, screaming through the air to land before the half buried entrance to a mining complex. The ramp clangs to the ground and the squad takes up a defensive pattern before the gunship roars back into the sky. Advancing into the inky black tunnel mouth, you listen for his vox calls.
Mission Start
As they advance down the tunnel the end will open up and there will be the mouths of 3 tunnels to the left (1), or a Mechanicus office to the right (2).
-The tunnels are very dark, even with the advanced senses of a Space Marine, unless they use torches then they are at a -10 to Perception Tests while in a ‘Dark’ area.
(1) Mine entrance
The tunnels branch out here in three directions. They are large enough for a Power Armoured marine to see around another one in front of him, but not pass unless they went to effort to squeeze by each other. The sign ahead designates the left path as being towards the Hab Area, the middle path as the Loading Bay, and the right path as the Power Core. The right path is blocked by a massive cave in.
-The Kill Team will choose which path to follow here.
-A perception test (-10 modifier) will show multiple foot mobiles leading down all 3 paths, and track marks down the middle and right path. Success by 1 degree will reveal power armoured footprints down the middle path. Success by 2 degrees will reveal claw marks leading down the left and middle paths.
-A perception test (unmodified) will reveal that there is light down the left path.
(2) Mechanicus Office
Upon entering the office, the Kill Team sees that it is a moderately sized circular room. There are vid screens on part of the walls and cogitators scattered around the work stations. Despite the fact the room is empty and unlit, some of the cogitators are still running on what must be Standby Mode.
-No obvious signs of struggle to be seen, books left undisturbed, seats upright. A Perception Test (no modifier) will show that the MIU links have been torn out instead of disconnected properly, and that there is a printout near the MIU machine. An Intelligence Test (no modifier) will reveal that the paper says ‘Tram Spread Feed Tram Spread Feed...’ until the paper ran out.
-Kill Team can use the cogitators to try to reboot the power. It will require a member with the skill Tech Use to make a Intelligence Test (-10 modifier), or an unskilled member to make an Intelligence Test (-30 modifier)
-If they succeed then the machines detect life in the Loading Bay, Power Core and in the Hab Area.
-Power will also be restored to the middle tunnel, and will reveal a map on the wall with the Tram Terminal marked past the Loading Bay
Still coming; journey through the dark, finding the lost, a dark twist, a way out, into the depths, race against the clock, exfil......but that'll have to wait till after exams sadly
|