Deathwatch covert ops... Really covert...

By LETE, in Deathwatch Gamemasters

I've not read those. I hate it when an author has to stamp all over well-established canon in order to make a story work. Just... come up with a different plot; don't change the whole universe because you can't think of anything better to write!

Well, the Soul Drinkers used warp capable xenos fighters they found in their space hulk/fortress monastery. They had to kidnap some navigators to pull it off too, iirc.Its a pretty good series. You should check it out.

But enough threadjacking....

Zakalwe said:

@ Polaria. I agree that most people inthe Hive wouldn't know that they are SMs, but they would still stick out like sore thumbs. At a minimum to any military or enforcers who saw them would instantly recognise the 'hard bastard operators' message written all over them which would attract unwelcome attention at the least.

Having spent a bit of time in the miltary in multinational/plain clothes situations, the spec-forces bodyguard types always stuck out like sore thumbs, no matter how nice their suits were bcause nobody else had that look. With SMs this would be amplified ten fold so best just to not be seen I reckon.

Based on my experiences I have to agree. No matter how "special" they are operators are just different breed from real intelligence agents. And you can spot them. My idea was more like putting SM:s without power armors into Underhive and let them trying to accomplish the mission while simultaneously dealing with Adeptus Arbites kill-patrols, Red Redemptionists and various bounty-hunter mercenaries who all try to burn the "horrible mutants" :D

Put them in scout armour and chameleon cloaks.

Dress them up like Ogryns.

Put them in a discrete rhino and have them not get out until they are in cover or at their target.

Discretion for space marines are the Scouts. Everything else, they are meant to annihilate the enemies of the Imperium. There was a short story written in the 2nd edition 40k tabletop game, (wargear book i believe) where two or three blood angels meet up with a Guardsmen assault group to take a rebel bunker. The wall is breached, the marines go in fast and hard, the guardsmen are left to follow behind. All the guardsmen see and hear are corpses and chainswords. I thought that was about as discrete a take down as marines could get.

Polaria said:

"into Underhive and let them trying to accomplish the mission while simultaneously dealing with Adeptus Arbites kill-patrols, Red Redemptionists and various bounty-hunter mercenaries who all try to burn the "horrible mutants" :D "

I like it P, send in the Arbite Kill team to take out the muties and have the Red Redemptionists burn what's left.

@ Hardrainfalling:

If you do use my scenario a great way to 'spice it up' would be to give the players a second set of characters and let them also play the throne Agent s who did all the set-up work.

Actually, my guys have been asking me to run DW so perhaps I could do that. Have them start out playing the throne agents who are arranging a bit hit with big hitters, but they don't actually know the hitters are space marines. Then when the container arrives and the doors open I hand out character sheets and watch their little faces light up with joy (and hand wave the 'covert' aspects of not using astarts gear and just give it to them for maximum joy factor). They would love it.

Do it. It's a great mechanism.

Although, I would be wary of saddling anyone with a Marine pre-gen. Everyone has been waiting YEARS to play a Marine, so just dropping some numbers down in front of them will limit the excitement a bit. Have the sides of the crate drop down, and then have them do character generation, so that it's a complete surprise still AND they get to play exactly what they've been waiting to play.