|Deathwatch | Published 08 October 2010||Rating||68 votes|
Greetings Deathwatch fans!
I am very excited about the upcoming release of The Emperor Protects, the upcoming supplement for Deathwatch that includes a trilogy of adventures. Your Kill-team can explore the Jericho Reach and uncover a threat that has dire consequences for the entire Achilus Crusade.
The Emperor Protects was intentionally designed to provide a wide variety of experiences for a Deathwatch Kill-team; everything from a diplomatic mission to a desperate, covert mission on an enemy-held world. Unfortunately, for me to give away any more details would be heresy!
When it came time to create this linked trilogy of adventures, Andrea Gausman stepped up to the challenge. Andrea had previously worked on both the Deathwatch core rulebook and the Deathwatch GM’s screen, and she had previously won the 2008 Dark Heresy Adventure Contest...some impressive credentials indeed! Below, Andrea provides her thoughts on the first adventure found within that tome; The Price of Hubris.
The Price of Hubris, the first mission in The Emperor Protects, takes place on the feral world of Aurum. Aurum was an opportunity to play with one of my favorite facets of the Warhammer 40,000 setting: the cycle of Imperial civilizations. Although Aurum’s history is not really the focus of the story, it is quite apparent that the planet was a part of the Imperium long ago. It’s a reminder that the Achilus Crusade isn’t just about conquering, it is also about re-claiming the past glory of mankind.
However, that’s just the backdrop. The Price of Hubris is really about seeing the Kill-team in a role published adventures haven’t put them in yet: diplomats. It’s bolter-point diplomacy to be sure, and there’s suspicion of an alien threat—which finally gave the Crusade an excuse to try a different form of negotiation with the prideful, stubborn natives. Enter the Deathwatch.
From the launch of the Mission, everyone pleads with the Kill-team to try to do something about the political situation while they’re on Aurum hunting xenos. The Crusade hasn’t had much luck impressing the fierce warrior tribes. If the Space Marines can’t (or won’t) do something about the impasse, war is inevitable. The Kill-team has a lot of options during the Mission. They do have the opportunity to make peace, but they also have opportunities to end up at war with the planet themselves! The adventure offers advice on a variety of different ways the story could turn out, and most of the encounters can be done in any order, or bypassed entirely if that’s what the group wants to do.
Unlike some of the previous situations we’ve seen the Battle-Brothers in, this Mission is far from straight-forward on many levels. The Aurans are stubborn, but they are also honorable and skilled. Some Battle-Brothers might find themselves identifying with the natives more than the Crusade forces. The Price of Hubris underscores the idea that a Kill-team can “turn the tide” of a situation. It puts them in control of their approach and objectives, and ultimately in control of the destiny of Aurum.
Deathwatch is a roleplaying game in which players take on the roles of the bio-engineered super-soldiers known as Space Marines. United with their battle-brothers, players will complete extraordinary missions involving some of the greatest heroes and deadliest opponents the Warhammer 40,000 universe has to offer.
@Helmseye: As for help running a Deathwatch game, if your familiar with the Dark Heresy line... consider the game on par with Ascension. A rank 9 Dark Heresy Character is roughly equivalent to a Rank 1 space marine. So far I have had no trouble in dealing with it. Yes the Space Marines are powerful and the task might seem daunting but if you have been running Ascension its not bad nor difficult to do a Deathwatch game. I personally recommend upgrading monsters from creatures anathema to help. The tyranid menace is rather powerful and I feel that deathwatch did a good job showing how dangerous Tau and Tyranids really are.
@ejacobs: You can go ahead and talk to a Genestealer if you want to, my players would much rather kill it. One of them severed a genestealer head with his combat knife and has it as a trophy kill because he decided to conserve ammo on the mission they played. I granted him a small bonus to diplomacy +5% with the locals for having the trophy with him.
great news, I am looking for some help in how to run a marine campaign. inquisitors are one thing but marines are quite simply daunting....
mortagon: I think you have the point about the Trex
Just a little motto about diplamacy: "Peace through superior firepower"
And of course there is no such thing as overkill, there is only "open fire" and "I need to reload"
Squad-Mode, "False sense of security"
I don't think its that they don't know the Trex is there, its that they are willfully ignoring it. Perhaps, as has been suggested, they are approaching a group of the natives and plan on skillfully killing the rex at the last moment, as if it were nothing to them but a nuisance.
Obviously y'all need to re-watch 'Jurassic Park'. Tyrannosaurs (and similarly-sized predators) are well known for their ability to slip unnoticed into museums; sneaking around in a jungle is a piece of cake. :)
Maybe they lready killed it (with knives because it's awesome) and they propped it there for ambiance.
As a Crimsonite I have to say: after killing a Barb Dragon, this thing should be do-able too.
The color scheme? Those are Deathwatch Marines, regardless of their origin chapter they all wear black armor with a silver left arm. The right shoulder pad is their old chapter colors. So yeah, it's the right color for a Space Wolf Deathwatch marine (or any chapter). Thus why the speculation.
I wonder if my Space Wolf can kill it and use it's teeth to make an awesome Frostblade...
The color skim don't fit for space wolf
Oh sure you cowards, it's easy to kill the beast with bolters and krak missiles, how about some real sport and let the thing let it think it has you... then stab it with your knife!!! That is the way to impress the locals by eliminating a threat that might take a whole hunting party to defeat while you do it calmly, looking awe-inspiring the whole time, and solo.
Good grief, some of you have no idea about diplomacy! lol
It's a typical WH40k or WHF (3rd Edition) game scene. I haven't played many other game systems were every character fails his perception check so easily ;)