I've been pondering the Haarlock legacy (Dark Heresy trilogy 'epic' adventure) and the more I ponder, the more I think it'd be terrific fun to shove a Deathwatch killteam through them to see what happens.
In many cases the quality of the foes can be seriously enhanced (hordes of nobles/guards, Elite-quality sorcerors, many psycheneuein, hordes of Children of the Kingdom) by only a few tweaks here and there. The social dynamics involved are, in some respects, almost comical for the Astartes but, in many respects, they are also viable ones *if* the killteam is given the correct information from the outset.
They also seem to allow dynamic mission-forming 'on the go' as they're far from Watch Fortresses.
Because of the unique power of the Astartes, it could be a rather exciting way to bundle a killteam towards the Jericho Reach setting.
Take, for example, this as a brief overview of a tweaked adventure-compilation.
- Summons of aid to an Inquisitor beseiged on Sinophia during late stage of "Damned Cities". If his acolytes hit the beginnings of the adventure, call for Astartes aide in defusing a daemon and sorceror-inspired insurrection might not be out of the picture. It'd also be a relatively quickfire entrypoint for the Astartes. Getting them to deploy to the city and safely tackle the Arbites would be quite an interesting 'concept exercise' for a new team and good to ease them into forward planning.
- After uncovering the shenanigans and importance of events on Sinophia, they might be then directed to Solomon where they play through "The House of Dust and Ash". A simple excuse here could be that the Astartes are inserted at the last-minute on the expectation that something seriously sinister is about to befall the auction, so the arrival of Astartes *should* downplay it all. It shouldn't be terribly tough for Astartes as they might figure a break-out scenario rather easily. Having them with access to much of the defensive/security measures could be entertaining and rewarding too.
- On 'victory' from the House of Dust and Ash, they are beset by a sorcerous rapscallion in the guise of, say, a high-level Primaris Psyker who stasis-bubbles the team and engineers their capture and transport to the Red Cages on Quaddis. Playing from there opens up a whole world of hilarity, mainly because everyone in Xicarph is pretty much a valid target of wrath/persuasion in equal measure. Getting an invite to the revel in the Darkness probably isn't a problem either. Stopping everything is one thing, piecing together the, err, pieces might be something else entirely. Again: dynamic planning for the killteam as the whole thing is pretty messed up. Also they don't get their normal requisition for 'choice of support'.
- Eventually, if victorious (or otherwise) on Quaddis, they're whisked off again and coopted as "the" team to be assigned to penetrate the Ice Station Mara and find/destroy the Blind Tesseract. Travelling in the paths of Haarlock might not be as interesting for them, but who knows, it could be.
If there's a Storm Warden amongst the Killteam, they might well be a Scion of Haarlock...
Anyway, as a thought, I think it has a lot of potential for displaying the 'problem solving qualities' of the Astartes/killteams whilst offering a rather exotic and off-beat set of scenarios to pile them all through.
Would anyone care to shoot holes in this diabolical thought process?