Missions for Deathwatch

By ak-73, in Deathwatch

Ah, finally the mission trilogy for Deathwatch.

www.fantasyflightgames.com/edge_news.asp

However:
"There, they must safeguard the blessed core of the Achilus Crusade."
"...the Kill-team must brave the horrors of the Hadex anomaly and return to a long-lost citadel to save their galaxy from utter ruin!"

Save the galaxy again? Yawn.
The bit about the Tau sounds intriguing though.

Alex

ak-73 said:

Save the galaxy again? Yawn.

But these are epic level characters, if they weren't saving the world (galaxy, whatever) at the peak of a trilogy most of the audience would go 'but I'm supposed to be teh uberz!' gui%C3%B1o.gif

Either way, I am a big fan of TEP, if this trilogy is as good I'm pretty pumped. I like the bit on the Tau, and the stuff with the Ecclesiarchy- the relationship there could be pretty interesting. Almost sad that by the time it comes out my players will likely be rank 8, but that just means we'll have to start anew. Maybe I'll get to play this time

I liked the adventure in Achilus Assault. Good locations, interesting people to talk to.

--

You know what I want?

More metaphysical weirdness.

More omens. More prophesy. More allegory. More symbolism. More superstition. More Visions

So the Marines come across a three eyed crow feasting on a mutant brahmin with only one head. Which an Occult roll tells them is a bad omen, and that they should not seek glory this day.

Or that they can't go three feet without meeting an old crone or ranting crazy man screaming at them to beware the Ides of June. But when they turn around the witch is gone.

Or every time they do sleep they have an interactive dream sequence that reveals important information about their quest.

Traitors Dawn in the back of First Founding is the best one I've read so far; it levels a conspiracy, action and the general feeling that things are both getting worse and that they're helping to make it better...

Lanowar said:

Traitors Dawn in the back of First Founding is the best one I've read so far

Er, yeah, thats the one I meant.

Although infiltrating a hive ship is just so Iconic.

Have we had a decent Space Hulk dungeon crawl yet?

AluminiumWolf said:

Have we had a decent Space Hulk dungeon crawl yet?

There's a DH module that involves accompanying a single Astartes into the heart of a space hulk.

IIRC it's in a book with 2 kinda crappy modules. I like the premise but space hulks just seem innately too dangerous for acolytes.

Kshatriya said:

AluminiumWolf said:

Have we had a decent Space Hulk dungeon crawl yet?

There's a DH module that involves accompanying a single Astartes into the heart of a space hulk.

IIRC it's in a book with 2 kinda crappy modules. I like the premise but space hulks just seem innately too dangerous for acolytes.

Agreed. Acolytes are 'squishier' than marines. We know that space hulks are masses of wrecked ships that drfit in/ out of the warp. Usually not only is there warp exposure, the hulks maybe ridden with tyranid genestealers, orks or chaos, making exploration very perilous.

Kshatriya said:

AluminiumWolf said:

Have we had a decent Space Hulk dungeon crawl yet?

There's a DH module that involves accompanying a single Astartes into the heart of a space hulk.

IIRC it's in a book with 2 kinda crappy modules. I like the premise but space hulks just seem innately too dangerous for acolytes.

Well, if you are implying that Rejoice For You Are True (the first part of the trilogy) isn't one of the best 40K Roleplay scenarios, I fear I will have to beg to differ.

Spoiler Alert

And it might have been only due to the great role-playing of me and my fellow acolytes and the GM but Baron Hope turned out to be fond memories too. My Scum is still plotting the downfall of his Inquisitor Globus Vaarak for ordering the execution of *Saint Ulbrexis*. Needless to say he's a Radical.

Alex

I'd kind of like to see a really old school dungeon crawl, complete with trapsand puzzles and treasure and gelatinous cubes and secret doors.

ak-73 said:

Kshatriya said:

AluminiumWolf said:

Have we had a decent Space Hulk dungeon crawl yet?

There's a DH module that involves accompanying a single Astartes into the heart of a space hulk.

IIRC it's in a book with 2 kinda crappy modules. I like the premise but space hulks just seem innately too dangerous for acolytes.

Well, if you are implying that Rejoice For You Are True (the first part of the trilogy) isn't one of the best 40K Roleplay scenarios, I fear I will have to beg to differ.

Spoiler Alert

And it might have been only due to the great role-playing of me and my fellow acolytes and the GM but Baron Hope turned out to be fond memories too. My Scum is still plotting the downfall of his Inquisitor Globus Vaarak for ordering the execution of *Saint Ulbrexis*. Needless to say he's a Radical.

Alex

I will admit I don't recall RFYAT very well, but didn't Baron Hopes basically require a GM deus ex machina to complete successfully?

I'd like to see a cyclopian detective style adventure, a sort of call of you-know-who game, for a few reasons.

1. You give the PC's free reign to fart around and investigate stuff for a while, instead of just saying "Go here and kill this."

2. It has fantastic scope for sending a group to a barren, airless rock to investigate a three hundred foot tall glowing tentacle. In short, finding out why exactly Space-Marines wear power armour.

3. I was going to split this point into about four others but I lost my enthusiasm about two sentences back, basically, plenty of non-combat and social play as you try and get to the bottom of a mystery where the only clues are from a race that died three hundred million years previous. That and evil, creepy horror as they cross halls not touched in eons and your GM rolls dice behind his screen and titters to himself.

Crazy Aido said:

I'd like to see a cyclopian detective style adventure, a sort of call of you-know-who game, for a few reasons.

1. You give the PC's free reign to fart around and investigate stuff for a while, instead of just saying "Go here and kill this."

2. It has fantastic scope for sending a group to a barren, airless rock to investigate a three hundred foot tall glowing tentacle. In short, finding out why exactly Space-Marines wear power armour.

3. I was going to split this point into about four others but I lost my enthusiasm about two sentences back, basically, plenty of non-combat and social play as you try and get to the bottom of a mystery where the only clues are from a race that died three hundred million years previous. That and evil, creepy horror as they cross halls not touched in eons and your GM rolls dice behind his screen and titters to himself.

This works best if the team gets attached to an inquisitor and the inq dies about 25% into the mission.

Alex

I dunno. If you want to play Call of Cthulhu in space you are probably better off with Dark Heresy. A Marine game will necesscarily feature more action, so I think we are better off looking at other models of roleplaying games.

With that said, Librarians are characters in both Call of Cthulhu and Deathwatch. Marine Librarians still have the job off looking after books in addition to their face melting duties.

So we can reinvent Henry Armitage as Head Librarian of Watch Fortress Erioch. When Wilbur Whateley comes to see him wanting to read the copy of the Necronomicon in the Fortresses restricted stacks and won't take no for an answer, it starts a trail of adventure that leads to the Thing growing in Dunwich Hive.

Or we can go book hunting with the Librarians, launching missions to hunt down and secure forbidden texts for the Deathwatches archives.

ak-73 said:

This works best if the team gets attached to an inquisitor and the inq dies about 25% into the mission.

Alex

I am writing this shiz down...

ak-73 said:

Well, if you are implying that Rejoice For You Are True (the first part of the trilogy) isn't one of the best 40K Roleplay scenarios, I fear I will have to beg to differ.

What trilogy are you referring to above?

Purge the Unclean, scenario trilogy for Dark Heresy.

Alex

AluminiumWolf said:

I liked the adventure in Achilus Assault. Good locations, interesting people to talk to.

--

You know what I want?

More metaphysical weirdness.

More omens. More prophesy. More allegory. More symbolism. More superstition. More Visions

So the Marines come across a three eyed crow feasting on a mutant brahmin with only one head. Which an Occult roll tells them is a bad omen, and that they should not seek glory this day.

Or that they can't go three feet without meeting an old crone or ranting crazy man screaming at them to beware the Ides of June. But when they turn around the witch is gone.

Or every time they do sleep they have an interactive dream sequence that reveals important information about their quest.

This+

One of the biggest issues with running a DW campaign is stopping it falling into a very modern feeling military RPG with no fanaticism, religious or mystical tones. Worse still if the players start to view NPC's as backwards religious hicks.

And also +Space Hulks. And not just space hulks, anywhere that's completely deadly to humans. It's one thing to play the game where you are the best people for the job but another when you are the only people for the job. Have the players sploshing around hundreds of meters tyrno-shark infested waters looking for a mysterious bottom feeding synapse creature, or the blasted rad ruins of ancient societies where an unprotected human burns in seconds, or a scorched thousand degree plantoid with no atmosphere looking for ancient xeno tech.

More sci-fi please.

Face Eater said:

One of the biggest issues with running a DW campaign is stopping it falling into a very modern feeling military RPG with no fanaticism, religious or mystical tones. Worse still if the players start to view NPC's as backwards religious hicks.

And also +Space Hulks. And not just space hulks, anywhere that's completely deadly to humans. It's one thing to play the game where you are the best people for the job but another when you are the only people for the job. Have the players sploshing around hundreds of meters tyrno-shark infested waters looking for a mysterious bottom feeding synapse creature, or the blasted rad ruins of ancient societies where an unprotected human burns in seconds, or a scorched thousand degree plantoid with no atmosphere looking for ancient xeno tech.

More sci-fi please.

Most people in the Imperium are backwards religious hicks compared to the way most marine chapters operate

andrewm9 said:

Most people in the Imperium are backwards religious hicks compared to the way most marine chapters operate

By our standards (mostly) Space Marines are backwards religious hicks.