Ok, so I ran our first actual deathwatch mission yesterday.
I am going to give a brief rundown of my missions that they went through so you can get a feel for how it went. I want my players to feel as though they are always on the razors edge of glory and death. So if you guys could help me figure out what an exciting and harrowing encounter would be at the end of this mission it would rock!
I first began with something I called "The Trial of Binding" where my six players went into a darkened training chamber and hunted (and were hunted by) a lictor that was in the room with them. The twist was they had to go into the scenario wearing only ceremonial robes and carrying only their bolt pistol and a combat knife. The squad leader was also entitled to a krak grenade. I also used a pattern of hexagrammatic warding on the room to make it so the librarian was stuck without his powers. Well they finally used the complicated machinery available to turn the lights on in this room and were immediately ambushed by the lictor who grievously wounded the librarian. Then they called Bolter assault, several bouts of righteous fury later and the lictor had been completely vaporized by the hail of bolt pistol shells. So I get that I overestimated the danger of a single lictor to six nerfed marines. But rather than have more lictors I figured I would try to make this thing memorable. So up from beneath the floor comes a dias with a wounded carnifex (no regen.) I had him chained down to the dias, but straining against them thinking it would give them two turns to figure out how doomed they were before the chains broke. But instead of just shooting the carnifex, they took out the nodes that were keeping the hexagramatic warding in check. I thought it would be a fun mechanic that they could slowly unwork the warding and make the librarian viable again. Well this happened.
The assault marine had the krak grenade and while the carnifex was still chained down he charged the backside of the carnifex, climbed it, and stuck the grenade into one of the great chunks that had been blown out of it's chitin when the fight started. (Tested acrobatics to run through the insane rubble, used his reaction to do a dodge against the macetail that was flipping around, aced a climb test to get up the thing, then dominated the BS test to get it into the nook in his armor. Naturally I had the spore cysts detonate on his back as well nearly sending the assault marine into crit damage. By now the librarian was back at mostly full strength and pushed smite, he hit righteous fury on 4 out of his six dice (I was watching.) Needless to say, the carnifex pretty much expired immediately. Huge success, we had two badly injured marines, everyone else was OK.
After this they were inducted and were administered their oaths by the watch captain in front of the Omega Vault. Very fun moment actually!
With the training mission aside, we ran through the Extraction mission out of the main rulebook. I have found that my six man team can currently kill anywhere from 60 to 100 hormagaunts per turn. The shrikes that I have seen multiple people panicking over on these forums went down in the first round of combat (there were three) to a combination of heavy bolter and bolters with hellfire shells. Once I realized this, I didn't want to burden the mission with actually playing out combats against pitiful things like four dozen hormagaunts or the hilarious part when they get "Ambushed" by a pair of hormagaunts in the raftors of the transport hub.
We left the mission on a cliffhanger where they had rigged the promethium refinery tanks to blow, rescued the magos (Go Techmarine!) rescued the guardsmen, rescued the lone guy in the rail yard (and told him as payment he must enlist in the imperial guard) recovered the logs from the security station, set and set up shop in the comms tower preparing for the encroaching horde. They are about to detonate the refinery which will blow up a huge chunk of the swarm. But the forward elements are already past the blast radius. So that leaves a sizable force bearing down on the kill team as the thunderhawk is incoming.
Right now I am considering the following mix. They are expecting something brutal and awesome, but I don't want to party wipe them. The one thing my party does not have is a rocket launcher or melta type weapon. So if I throw a Trygon or a Carnifex at them I am afraid it will kill them outright, as these ones wouldn't be chained down and helpless for a few turns.
100 Mag Termagaunts
100 Mag Hormagaunts
100 Mag Hormagaunts
Flying Hive Tyrant
6 Shrikes
3 Ravenors
My kill team is this
Devestator - Heavy Bolter
Techmarine - With Heavy Bolter (Sig Weapon)
Assault Marine - Wings of Angels Type - Flamer, bolt pistol with hellfire
Assault Marine - Wrathful Descent Type - BP, Chainsword
Tactical Marine - Bolter with plenty of hellfire shells
Space wolf Runepriest - Force Sword - BP with Metal Storm
(Our Apothecary was stuck on family duty and couldn't make it back, so he could show next week giving us 7 Marines?!?)
I would love you thoughts on the make up of this final battle.