How many sessions for "Final Sanction"?

By dustin5, in Deathwatch

Hello,

I was curious if Final Sanction can be played in one 4 to 5 hour session. My players are already familiar with Dark Heresy (and we all have read the 40K history in the battle game book), so there is no worries about being familiar with the game and the world. I am really bad at judging how long something would take to run.

Thanks!

Dustin said:

Hello,

I was curious if Final Sanction can be played in one 4 to 5 hour session. My players are already familiar with Dark Heresy (and we all have read the 40K history in the battle game book), so there is no worries about being familiar with the game and the world. I am really bad at judging how long something would take to run.

Thanks!

We played 10 hours and I ended up cutting away lots of thing. If you want to play 5 hours, you have got to rush everything. If you want to really play it all out, having the kill-team recapture the city and all, I'd say plan for at least 15 hours. So it should be inbetween 5 and 15 hours, depending on style of play and how much you rush things (I, for example, had to tell my players where the broodlord was hiding to stay within time constaints).

Alex

My group is 1- 2 hours away from completing it which would make about 16 -18 hours playtime (3 Sessions so far). The group was very thorough, taking care of all objectives, with a lot ot roleplaying intermixed. Going by that pace, higher ranks would hardly be attainable in less then 1-2 years. But perhaps i will introduce an exp bonus over the standard rules.

thanks for the analysis guys I am starting Final sanction this week as a GM and wanted to know how many sessions to plan for. Has anyone let their players make their own characters for the campaign? I'm wondering because my players are big into wanting to take ownership of their character by going through character creation and writing up backstories.

I let them create own characters before the rulebook was out. Team ended up with a Blood Angels Assault marine, Dark Angels Librarian, Ultramarines Apothecary and a Black Templars Tactical (changed into an Assault marine now). Everything went really smooth.

tkis said:

I let them create own characters before the rulebook was out. Team ended up with a Blood Angels Assault marine, Dark Angels Librarian, Ultramarines Apothecary and a Black Templars Tactical (changed into an Assault marine now). Everything went really smooth.

Me too, extrapolating from known values. We had a Space Wolf Assault Marine, a Dark Angel Tactical Marine and an Ultramarine Devastator. I gave them Lucius, the Ultramarine Apothecary, as an NPC too.

Alex

Thank you guys for this info. I will be saving this for when we can give it at least three sessions. We have a friend that will be gone for a couple of weeks and I was trying to find a one shot while he was gone.

Cheers!

Dustin said:

Thank you guys for this info. I will be saving this for when we can give it at least three sessions. We have a friend that will be gone for a couple of weeks and I was trying to find a one shot while he was gone.

Cheers!

The scenario from the rulebook looks more like a one-shot.

Alex

I will be running Final Sanction for my group as their first game. The group will have no Librarian but there will be a female Inquisitor/Psycher with them. I am wondering what sort of complications this is liable to create. It'll be pretty anti-climatic if the Brood Lord appears at the end only to be vaporized in a single round by a psychic power.

Any one have any experience with this, or suggestions on how to modifiy the adventure to accomodate the presence of a Psycher?

Edsel62 said:

I will be running Final Sanction for my group as their first game. The group will have no Librarian but there will be a female Inquisitor/Psycher with them. I am wondering what sort of complications this is liable to create. It'll be pretty anti-climatic if the Brood Lord appears at the end only to be vaporized in a single round by a psychic power.

Any one have any experience with this, or suggestions on how to modifiy the adventure to accomodate the presence of a Psycher?

I don't but the Broodlord will have 80 Wounds. That means 15D10 (disregarding armour and tougness) to take him down. When he charges a Marine, the marine can survive the charge. The next round he will have 3 attacks pouring down on him. That will be brutal. If you fear he might be taken down quickly, make him charge immediately. Might make a PC burn a karma point in no short order though.

Or if necessary, let them kill the broodlord after having taken some damage only make a second broodlord appear from behind. That should be a challenge then.

Alex

Actually a psyker is pretty handy in FS, for instance for detecting something in the PDF Base, sensing mind influences while interrogating rebel prisoners, getting past the Hollow Guard, sensing Genestealer presence in the sewers via psyniscience, where they are able to hie even from Space Marines superior senses, as for anticlimatic elimination of the brood lord, psykers on the deathwatch power level can do that, just give the Shadow in the Warp trait to the Nest location. While Broodlords dont have that power as them and genestealers operate via brood telepathy, one could very well argue, that there is too much of the Hive Mind presence focused there already ;) -20 on Psy tests can be nasty indeed, give the Psyker flashback-like visions of the Hive Mind, on the claustrophobic way through the ducts, get nasty and play him the zoantroph animation from dawn of war 2, i find it quite disturbing and alien ;)