Solo Space Marine Adventure ideas

By Caïn2, in Deathwatch

Any suggestions for solo adventures or solo missions???

Currently our group is on graduation from school leave. So there is the DM (me) and one player. Does anyone have suggesions or ideas for a solo style mission?

Thanks

There are some suggestions for solo campaigns in general in this thread on the Rogue Trader board, worth a look.

The kill-marine rank in Rites of Battle seems to have been designed for space marines who operate solo. Social and stealth skills, very handy when seperated from the chapter.

As for actual missions, loads of possibilities. The marine may be investigating a matter for a watch commander that requires discretion and not bolt rounds (at least not at first). Diplomacy. Assassinations. Guarding an Inquisitor as they go about their business. And the reach is full of threats and not enough kill teams to go around. For certain missions, it makes sense to send "only" one marine.

Great for the start thanks for the info and the threads. Im kinda looking at some more solid info though Im still a noob in this game. However Ive been a DM and a gamer for a very long time. Hence the "brain-fart", Im not sure enough about making a solo adventure

Brothers of The Snake, by Dan Abnett has at least one solo mission, and I can't recall if there are more.

But there are plenty of things that would perhaps work better with one marine, than several. But it also depends a bit on whether you want mainly action, or talky-talky stuff.

First idea of the top of my head, would be a political plot to either disgrace him/his chapter, or the Deathwatch. This could then be done by anyone from Inquistors, to high ranking Marines of "enemy" chapters, or maybe just even as part of an old feud between anything from planetary governors to Rogue Traders.

But the main part of the idea is to send him to guard something important (relic, person, etc), that is believed to be under threats to be destroyed/stolen. Then this of course happens, either by brute force or sneaky things, and then the Marine will have to reclaim/solve it, before he is withdrawn from the mission with shame that cannot be redeemed.

This type of mission will give plenty of options for combat, dialogue, intrigue and forcing the player to use his brains, now he can't rely on his team.

Anyways, I have no clue if this helps :)

Yes it did thanks for the novel idea

One nice thing about solo campaigns: balance is nowhere near as important. If both GM and player are happy with a powerful or "weird" character, then there's no-one else to please.

*very slight and very early in the book spoiler for Hammer of Daemons by Ben Counter*

Justicar Alaric of the Grey Knights ends up solo for most of the book, unless you count the non-astartes characters.