The Mara Landing Massacre

By Santiago, in Dark Heresy

Hi,

One of my guardsman characters wants to take the Mara Landing Massacre, off course I want to do something with his background but the problem is that there is so little info.

Does anybody know more about what was on Mara (former, now forbidden Penal World)

I do know it is probably something Psychic/Daemonic (actually quite obvious)

GrtZ,

Santiago...

Santiago said:

Hi,

One of my guardsman characters wants to take the Mara Landing Massacre, off course I want to do something with his background but the problem is that there is so little info.

Does anybody know more about what was on Mara (former, now forbidden Penal World)

I do know it is probably something Psychic/Daemonic (actually quite obvious)

Look in the bestiary chapter of the rulebook... the Psychneuin listed there are the "Mara" strain...

Well there is the Psycheuein- The Mara strain
They like fishermen be hunting "the one who got away" or the very reason he lives could be his "infected" or the infection fail/ been surpressed, this could throw the poor guardsman through the hole exsorism or cleansing, or if your particular evil might rule the his a demonhost that the demon failed to control and failed to leave and that it is the reason he gained 1FP for that background as the demon protects its shelter until i gathers strength to try take control again.

thats all i can think of from the background that i have to work with.

It is the Mara Strain Psychneuein (DH pg 353)

Due to what the Psychneuein are, and the description in IH, what is now on Mara could very well be a whole gaggle of warp horrors opened up by psychers going mad before their heads explode sending out a new generation of Psychneuein to drive more psychers insane and explode their head.

Edit: ya, what the faster typers above me said... **** slow cut and pasting just to spell check....

Just think supper haunted planit with thin veils of reality due to past unimaginable horrors where wasps that explode psychers heads wait in the immaterium to explode more psychers' heads.

I paged through every Bl**dy chapter of that book but was convinced it wouldn't be in the Xenos chapter...thank you!

It's explained in the Inquisitor's Handbook, and in Dead Stars (part 3 of the Haarlock's Legacy trilogy) Mara is detailed, including the psychneuein horrors.

Your Guardsman is going to be one twisted wreck ...

@Doing something with this background

Something like "adding some rpg scenes referting to this, so your players has some storymoments" or something like "something to hurt the pc"?

In the first case, let your party hunt for a rogue psyker. As they finally find & finish him, have some Larva leave his head..or a full developed Psycheneuin (depending on your groups rank). But do not make it the Mara strain but just another one. Make up some strain that is weak as it leaves the host and thereby will escape while the pc are suprised. Your pc´s mission changed midway from "Capturing the RoguePsyker, DEAD... or alive" to "track down that beast before it can hatch some other!".

If (for example) this strain is half- to unsubstantial while "freshly hatched" and the Rogue was cornered in some industrial environment... like the "Interior Zone" of Solomon... they pc will have quiet a chase. Make sure they either have a psyker (is there one group that does NOT have one) or a psy-tracking arcan-device. So they can follow it.

The "chase" is best played as exactly that: a chase! While this beasty might not have any problem with passing trough solid objects for the 30minutes or so, your players might have to walk slippery pipes, climb rusty laters, swim through pools of nigh-corrosive industrial fluents and so...

In the end, the thing will have matured and is looking for a suiting "host" for new hatches. After a while, it very well might turn round things it does not find any psykers but remembers the one the group has (if not...well...something else).

So, if the pc aren´t quick on the things heels, they miss a small time window between "it become substantial" and "it is VERY dangerous know!"

I believe there is some info in the Radicals Handbook in the Istvaanian section about the massacre. Some istvaanian plot to strengthen some troops :)

It looks to be a nod to the plots of Alien and Aliens .

Hi,

I remember reading something more about it in the Ascension book, in the section about Ascension packages. Unfotunately, I don'have my books with me at the moment to check for details.

Hope that helps

bogi_khaosa said:

It looks to be a nod to the plots of Alien and Aliens .

Yeah but remember to keep it mental. The psychneuein deposits its eggs in a psychic manner, i.e. he is attracted to psykers with strong warp emanations. He will do so when the mental fortress can be breached. So there's no way you can keep this creature out with flamethrowers or big guns, you need to keep your thoughts and ideas safe to prevent infestation. Which is really creepy.

Uhhhh, I'm not sure on the rules of thread necromancy here, but this is a thread from '09 that has only recently been resurrected.

Radical's Handbook pg. 82

I am currently playing a Mind-Cleansed Guardsman with the Mara Landing Massacre background. It's for the best that he can't remember for there are some things Man was not meant to know . Go Mind-Cleansed if you still can; it's appropriate and there is good synergy with the two. Either way, your character will still be waking in the middle of the night screaming in a cold sweat. I think the Paranoia talent would also be appropriate for a character with the MLM background as you never know who will turn on you next. They don't give it out to Guardsmen, but perhaps your GM would allow you to buy it as a cheap elite advance for a starting character with memory of the Massacre.

uh.. this is probably not going to help you if your question was back in '09. :P

sorries

Elias Holt said:

Uhhhh, I'm not sure on the rules of thread necromancy here, but this is a thread from '09 that has only recently been resurrected.

Two words: Exterminatus, surely.