So I volunteered to run Deathwatch…

By KommissarK, in Deathwatch Gamemasters

And the second the words left my mouth the gaming group pretty much jumped on board (we had been in the process of "voting" on the next game to play, and others were making their pitches for what we should play). Apparently everyone wanted to play Space Marines (besides one player, but I'll touch on his character in a moment).

Currently, its a Ultramarine Tactical Marine (using Tactical Expertise, and really playing up the squad leader angle. Managed to net a 54 Fel at chargen, after applying his Chapter bonus to it), a Blood Angel Assault Marine (wrathful descent), and a Blood Angel Librarian.

Overall, fairly stock. Lacking a devastator, so "weaker" long range ability, but its not like the tac marine or Librarian can't bring that to the table.

Next, is the other player. He was less interested in playing a Space Marine, but instead chose to advance his old DH Tech-Priest to Ascension level. In a bit of "special snowflake syndrome" (or at least, I haven't checked how common this is in fluff), he has actually been promoted to the status of Inquisitor (using the Magos advanced class though. Inquisitor is title only, but I am allowing some of the Inquisitor specific influence talents like Acolyte Network as elite advances).

I intend to use the Jericho Reach as a setting, and hope to use Erioch and the Omega Vault as fairly major plot devices. More specifically, the Inquisitor is present at Erioch to investigate the Omega Vault using his own specialty knowledge of technology (the character is a bit of a heretek, or rather, in once again "special snowflake syndrome" fashion, the character possesses "Scholastic Lore(Tech)," a legitimate and actual knowledge of how things work, not based in the scriptures, chants, or rituals of the Ad Mech). Any sign of radicalism/heresy on the characters part is overlooked by the inquisition, on the part of the influence of this character's inquisitor from his acolyte days.

The tech priest is capable of bringing quite a bit of healing ability to the table. One question actually is if I should/shouldn't allow the Magos to be able to use a Narthecium. I'm generally not against it (as the Magos currently does possess Forbidden Lore(Adeptus Astartes), and a very high int/medicae skill).

As an immediate stopgap, I intend to run Shadow of Madness from the GM screen's booklet. Balance wise it seems to be fairly easy, mainly as long as the players devise a good strategy for the last portion.

Longer term, I wouldn't say I'm struggling coming up with a story, I'm just hoping to not burn myself out as a GM like I did last time (the players absolutely loved when I ran DH for them last, but it took its toll on my mind). Would the modules like The Emperor Protects/Rising Tempest work well for a party including an Inquisitor like this? Do they sufficiently touch on themes like the Omega Vault? I'm fine with coming up with my own "thing" to put in at end of the vault, but I'm hoping to find more filler to say wahts been revealed from the vault already, so as to come up with something that ties it all together.

I'm hoping to eventually touch upon the politics of the Crusade itself (e.g. is it the Deathwatch's mission to help the crusade? How involved should they get? If a mission for a Kill Team combats the greater threat, but jeopardizes the Crusade, how is that treated). I don't want to touch on any form of "party PvP," but also hoping to find moments of tension between the DW and the Inquisition.

Pretty much, my main two questions are:
1. Does The Emperor Protects/Rising Tempest work well with an Inquisitor (Ascension level Magos) in the party, and does it touch upon the Omega Vault

2. Suggestions on what items have been revealed from the vault, the event that revealed them.

I wouldn't allow a mortal, even a Magos, to use a narthecium.

Or, to put another way, I don't think the machine spirit of a narthecium would even allow itself to be used by a non-Astartes.

I feel sorta bad for your Tacmarine since Tactical Expertise becomes useless once Forging the Bond is available. At least smurfs get great Squad Mode options anyway.

Kshatriya said:

I wouldn't allow a mortal, even a Magos, to use a narthecium.

Or, to put another way, I don't think the machine spirit of a narthecium would even allow itself to be used by a non-Astartes.

I feel sorta bad for your Tacmarine since Tactical Expertise becomes useless once Forging the Bond is available. At least smurfs get great Squad Mode options anyway.

Pretty much all of this. Given the nature of the group, you might consider Tactical Expertise allowing the Ultramarine to bring the Magos into squad mode, although that'll be highly discouraged by many, I believe.

I wouldn't allow the magos to use the narthecium, although an ascension level magos doesn't need it - they'll heal as much as an Apothecary would anyway (if he's not rocking an I bonus of at least 12, he's doing something wrong). Even a magos that has been granted Inquisitorial sanction (which is probably going to ruin his reputation with the Ad. Mech, btw. The other high level mechanicus agents certainly won't share any more secrets, that's for sure.) won't be granted astartes equipment except in the most unusual of circumstances (although it's not unheard of - Inquisitor Eisenhorn was granted a Deathwatch bolt pistol, as an example).

Yeah, Ascended Tech-Priests have Unnatural Intelligence. Hello force multiplier for wound healing.

As far as Forging the Bond, not really going to be easily obtainable at my table, so the Tac Marine didn't "waste" his choice.

Going with not allowing the use of the Narthecium, although it still seems like a pretty minor thing to be up in arms about (alright, he heals 10 wounds instead of 15 wounds with a First Aid check.

Hordes seem to break pretty easily. The Librarian manifests Avenger, does 8+1d5 mag damage (assuming it all wounds as the base damage is high enough), a mag 30 horde easily goes down to 19, and has to test to break, WP 30 + 19 = 49, roll a 61 on the test = horde breaking, right?

Anyway, looking at The Emperor Protects, it does seem the book would be able to keep the interest of a party like this. so starting with the Price of Hubris now. Party dynamic seems fairly interesting on peoples' attitudes towards the situation (gave the briefing, not everyone is keen on having to tip-toe diplomatically, others do like the notion that the real intent is to show how noble/strong the Astartes are).

Otherwise, the Astartes players are having it fine. The inquisitor is finding himself a bit outclassed, and often unable to deal serious harm to opponents. He raised the possibility of trying to modify his hellgun to possess the Felling(1) quality. I initially balked, but upon examination, it doesn't seem as game breaking.

  • Its still a "mortal" weapon, and only deals on the order of 1d10 + X where X < 5. I'm not sure what its pen is (its a D'Laklu pattern)
  • Modifying weapons is effectively his character's "schtick." He essentially has RPd out having what the Master of the Forge package's special talent/power would actually be.
  • Against say a Chaos Space Marine, such a weapon would still only deal at most about 4 damage (assuming no confirmation of RF, etc.), this is comparable to a Boltgun (at a cost of significantly less ammo, and in the hands of the wielder is not the most accurate weapon).

I'm considering allowing it to be a possible modification using the Devavane crystals from the planet.