Size of the Delirium Trellis' ?

By Isador Martellus, in Deathwatch Gamemasters

So I was thinking of doing the GM kit adventure... but I am struggling to actually determine the size of these Delirium Trellis' :S
I mean they speak of having a noticeable shadow on the landscape... but yet one of the potential ways to complete the objective is to retrieve the Trellis...
So yeah... size is a bit of an issue...
Have I missed something vital? Or is it suppose to be vague...
Cause it is the one thing that has me confused xD

It's vague. I gave the party a Land Speeder Storm to move around in for the mission (I forget if that's actually something they're supposed to have access to...AFB). I said they could strap a trellis on to the back of it.

They can retrieve 'part' of it. It's a big rotating array of wierd hallucinogenic bladey things, but recovering the 'functional core' might be an option.

The trellis is a bit too big, I think, to drag about even on a speeder.

They are supposed to be shifting in and our of reality so I made them vary in size or made the amount of the trellis seen by the players change to fit the location. I allowed them to cut off a part of it using Tech Use but it then eventually started to disappear anyway.

I am in the process of wrapping up this mission now, and boy I completely expanded on it and turned it into a long term game.

I actually turned the trellises into 10 foot tall obelisks. Each were set amidst ruins on the planet of an ancient civilization that once populated the planet. They were a primitive race whoever they were. The battles on Baraban somehow how triggered the obelisks. Causing them to activate in times of great violence.

In my back story the trellises were actually devices set on the planet by Necron Praetorians to keep the primitive race that once lived there in check.The battles that have been taking place on the surface has begun to activate these long dormant devices.

When my group arrived to the planet. They arrived to learn that the imperial forces are on the losing side of the war. They barely have control of one continent while the tau have complete control of the 2nd continent on the planet. No reinforcements have arrived to the planet in months. Yet they tau have been getting reinforcements. Now combined with then fact of this new terror and taint on the planet which the imperial guard believe to be the taint and work of chaos things look dreadful indeed.

Throughout the mission the team has come to learn that violence and combat has the chance of activating the devices, and yes they have been effected by them as well. Which turned very interesting. As our Black Templar apothecary went nuts thinking everyone was a chaos tainted witch. He killed half a platoon of guardsmen while the 2 other players attempted to restrain him.

Now on a sidenote. I have a small group that plays online using d20.net virtual table top (we are actually hoping to to try and find another player) to make matters worse. Our female player didn't want to play a marine and instead playing an inquisitorial adept (arbitrator) which has been petty interesting but weakens the kill teams fire power somewhat.

During the last few sessions the group has left the starting continent. To head towards the tau held continent for the last set of ruins. Before they left they were pleaded with by an imperial guard colonel to strike a tau air base and take out a wing of bombers that would cause the ultimate loss of the war. When they said yes the Colonal loaded the team up with explosives and had tech priests repair their speeder which they lost in a huge beach battle while they fought alongside the guard.

The team decided to go for their primary mission objective first. The last session they reached a massive stone pyramid surrounded by ancient ruins. As they surveyed from a distance they witnessed 2 broadsides standing watch on the pyramid and a team of fire warriors that were patrolling the ruins below. After timing the broadsides patrol around the pyramid they went for it and jetted across the open desert at max thrust and made it to the ruins as of yet undetected. They dismounted the speeder and made their way thru the ruins. Unfortunately they came face to face with the fire warrior team. The fire fight that ensued alerted the broadsides.

They killed all but 2 of the fire warriors who routed and ran. This is however when things turned sour. They had a plan and the kill team leader The assault marine was going to jump to one side of the pyramid ( the side with the door) and engage one of the broadsides in close combat. The team was going to sprint to the base of the pyramid and make a run for the steps and the door. I told them that if they got to the base of the pyramid that the broadsides would not draw line of site with their rail cannons, and only one had smart missiles.

Well the assault marine player spent a full round jump pack movement to get over towards the broadside on the side where the door was. At which point the arbitrator took off sprinting to the base of the giant ziggurat. When she did I told them the 2 fire warriors were starting to regroup. The broadside next to the door opened up on the assault marine who dodged. And the other one on the other side let fly smart missiles at the apothecary who had been marked by drones.

The plan was moving along up untill now. Then the apothecary went. He broke from the plan. And started shooting his bolt gun at the fire warriors to try to keep them off the arbitrator taking cover behind a ruined wall. Then things got really screwy as the assault marine decided to jump back away from the broadside he was going to engage in close combat, his reasoning he was going to attempt to draw fire from both broadsides with his thunder challenge while in the complete open and not engaged with either. The broadsides went, and obliged him. The first one shot and hit. He spent a fate point to bloody his dodge. Because both rounds hit with the twin link. He failed. He spent his last fate point for a reroll and failed again. At which point he burned a perm fate to not die as he took over 80 damage from the two rounds. One of his legs was completely vaporized in the shot however. The fate point i told him allowed for the wound to instantly cauterize which saved him

The arbitrator continued to run smart girl. Now back to the apothecary. Whom I reminded..don't forget about your ability to give you superhuman speed he said he knew but instead kept his firing position. Needless to say thousand year old ruined walls can't stand to rail cannons and next round down went the apothecary as the arbitrator made it into the pyramid

Edited by computertrucker