Kshatriya said:
Re: Chaos - the backdrop of the Jericho setting is the Crusade to being conpliance to a fallen former sector. That basically requires Chaos since fallen sectors seem to always fall to Chaos. And it provides more variety I think and allows easier use of the Traitor Legions.
It makes sense there's no unified ork threat. That would basically overrun the Tau pretty easily and just slam against the nids. One module involves a span of time where you might work with CSMs to achieve a common goal of revenge. I find that interesting and while that's also possible with Tau, it's just not with orks.
In other words the setting is tailored more to support the challenges of the Crusade than to strictly emphasize the anti-xenos mandate of the Deathwatch.
It's not like the Jericho Reach was a pre-existing place, and FFG's hands were tied in depicting it. It was created from scratch to serve as the setting for DW , since the Calixis Sector wouldn't work (too few iconic xenos); there was no reason why they couldn't have detailed it as a "perfect storm" of xeno threats: an isolated sector besieged on every side by a Tyranid hive fleet, an Ork Whaaagh!, Dark Eldar raiders, and Tau expansionists, while an Eldar Craft World hides inside a huge nebula guarding a mysterious secret... Chaos would occasionally raise it's head, of course, as it does throughout the Imperium, but there was no reason to make it an absolute cornerstone of the game (focus of the Deathwatch be damned), like it is in every other WH40KRP game...
Of course, I'll freely admit that a good chunk of my dissatisfaction with the setting is just my natural inclination to complain ...
...though, i'd highly recommend stealing blatantly from whatever movie/book/idea that turns yer crank, then alter it into grimdarky goodness enuf so the players won't recognize it...i've got idears for importing all kinds of popular sci-fi elements into 40k and letting the marines go to town...think 40k vs. Halo, or Jedi, or Mandos....)