>>96306589
I need to bounce some ideas and I'd love any inputs y'all have on it. I'm running.

The whole idea is: "Techpriest has a divine-tecnovision of a mcguffin. Because of politics and shenanigans it takes some time for an explorator maniple to be assembled. In the time it took the planet where the thing is supposed to be recently got annexxed by the T'au". The small group of operatives (Players) are therefore being sent on various missions assigned to them by a little council/retinue of bickering techpriests that can't seem to agree on what's the best way to go forward.

My idea was to have the players be essentially the deciders on how the approach would've ended up. Having 3 macro categories of missions available: each given by a different person in the retinue and therefore advancing their approach to the overall operation.
A direct approach in the "WAR actions", a subtle approach in the "Covet actions" and lastly a non-engaging explorative approach in the "Retrival actions".

I'm currently trying to think what kind of mission each of this maco-category would contain upon themself, if you have any ideas, I'd be happy.
My thinking is that they'll scale up in complexity the more they are developed.

>“WAR!” actions
Anything regarding straight up going down and killing some t'aus/humans who are cooperating. Enstablish a territory, invade, find the thing and leave.
Purge the foe, Raise banners/Rail the populus, Sapper jobs

“Covet” actions
Going down with a bit more finesse. The sicarian's choice.
Sabotage/Sapper jobs, Assassination (Local political figures that may be in cahoots with the new rulers), Recover assets (Infiltrated Agents), Establish safehouses/Teleporting homers

“Explorator” actions (Acquisitor Homer)
Ritual (interrogate machine spirits about the past of the place/info), Recover assets (find places where the vision having-techpriest went), Hive-city dwelling.


What would be some cool shit to make em' do in each category? I'm making a docs.