Deathwatch with a Magos

By Nerd King, in Deathwatch Gamemasters

Hi,

I'm due to be starting up a new campaign soon and one of teh players would like to play a Dark Heresy: Ascended Adeptus Mechanicus Magos, rather than a Space Marine.

I'm quite open to the idea and figure an AM with an interest in Xeno-technology, perhaps seconded to the Ordo Xenos, could fit in with a Deathwatch team.

However has anyone got any practical experience of running an ascended PC in with a strike team? Especially if it was a Magos. Anyone have any suggestions, warnings or advice to offer?

The Magos is probably the single most survivable class to put with a kill team. If built for durability, a Magos will probably out toughness and out armor the space marines, be a walking stockpile of weapons, and the smartest character in the group.

I doubt you would have any problems with them. Other than the Magos' own agenda, of course.

I've seen a Vindicare at least hold his own against Deathwatch level opponents, but they're fairly broken to begin with.

I've actually yet to see someone ascend into Magos, but I remember from looking at, that mechanically, they certainly become rather tough. They might not be able to pull off the same level of damage reduction as a marine can, but they certainly can stay on the level. They're a great replacement for an apothecary I imagine, as even at the beginning they have a high int/medicae skill. Their damage output might be slightly lower, but thats the case for almost any Dark Heresy character. The good thing is the Magos has a good bit of knowledge/technical skills, while still being able to hold his own. Hordes should certainly worry him (it was not as bad for the Vindicare, I may have been generous and allow the Temple training trait to grant the ability to dodge hordes at the cost of 2 reactions).

As far as fluff reasons for a Magos... Well really it depends on what sort of missions you're looking to run.

I would probably say the Magos is an associate of the inquisitor who is making requests of the kill team, but due to either distance/medical/actual ability to fight reasons, the inquisitor sends the magos instead. This could lead to some tension, especially when the scope of the mission changes.

A representative of the Ad Mech might be ok, the problem is coming up with a reason for the magos to be there for more than one mission. Unless of course, the entire campaign is themed in such a way that close ties to the Ad Mech are reasonable.

Generally, I imagine the actual tech priest work performed within the Deathwatch is handled by techmarines, and most likely any secrets are jealously guarded by them as well.

best piece of advise I can give is to use the errata optional stats, and if possible check out the alterations to full auto, semi auto, swift attack and lightning attack that were made in Black Crusade. Black Crusade is designed to have humans alongside space marines, and consequently alot of their rules changes have been made to decrease the power level gap between the two, and generally balance the game a little nicer in my opinion

One of the tasks of the Deathwatch is to recover Xenos technology for it to be sent to the Black Library and converted for the Imperium to use. Have the deathwatch team on a mission to find this technology with the "expert" along to deem it worthy to obtain.