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ak-73

The supplement this game is missing

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A sourcebook on having adventures in and around Erioch (unless I have been missing out on sth). You have a magnificient base, stylishly set-up... but nothing exciting is taking place there ever. And by that I dont mean one big intrusion scenario, this would be a one-off event only.

 

What adventures or interesting or funny stuff can marines do on Erioch? Solve clues, find treasure maps? Whatever! Something inbetween missions, sub-plots one can run before and/or after a mission.

 

Alex

Morangias likes this

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An Erioch station sourcebook would be great. Details of the staff and assigned marines all in one place for a start. Some nice in-house scenarios would also be a great addition.

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Having read "Deathwatch" by Steve Parker, there wouldn't be any "misadventures" at the Watch Fortress.  There initial time there is in training until they are either sent back to their home Chapter or earn their Black Armor.  After deployments it would figure that they have some off time between training cycles and such, but I really don't think they would have the time to play "Goonies" and hunt for such adventures.....they aren't teenagers afterall.  Fortress defenses, billets/quarters, Armories, Librariums, Rectory/Sanctums, Training facilities and Gynasiums.....a Watch Fortress would be purpose built and would have no access to such folley or it would've been sealed upon penalty of dismissal from the Deathwatch under terms of dishonor.

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I was thinking more ideas like something xenos, daemonic, unknown...etc finds its way onto the station, and the whole place goes into a lock-down. They have a time limit perhaps or some other pressure, and must hunt it down. Something like that that gives them a scenario at base rather than going out all the time.

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You could do many different things. The most obvious would be training exercises. Have the SM´s taking on xenos beasts in training ´cages´ (e.g. not an actual cage but rather an entire dungeon level modelled after the beast's natural environment). Obstacle courses with live fire training against servitors. Or perhaps not live fire but 'paint ball' if you want to spare the servitors  :) .

 

For more intellectual pursuits, have the SM's undergo tests for non-combat skills. They get a set amount of time to study up on those skills (+10 bonus) but can only study a limited number (e.g. less than the total number of skills to be tested). And they get renown loss if they fail their exams....

 

Another option is introducing mysteries. The SM's are on guard duty in the vaults and something happens. Could be a beast escaping its pen, a vault opening and releasing something scary or just plain weird but not dangerous. Perhaps a servitor gives them a message/assignment. Or maybe they just notice bloody footprints. Do they leave their post and investigate or not? If not, perhaps a senior SM goes missing or his mutilated body is found the next day. Do they report their failure? Or try to make amends by hunting it down?

 

Perhaps they discover an inquisitor going bad with plans of selling out the fortress to [insert enemy of choice]. If they report it, they will not be believed by their superior (or maybe he has been compromised by the inquisitor) so they have to find the proof themselves before its too late.... 

 

Just a few ideas. 

Meph likes this

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Hidden duels in the basement. Inner factions. Marines who try to influence the Deathwatch policy towards more radical measures. There is always sub-tribes and cliques.

 

Alex

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Yeah, I remember the really fun Erioch adventures from the PbP I ran/run. It may not be a "full" supplement, but perhaps a .pdf adventure/supplement of a dozen or two pages full of a set adventure or adventure ideas. We had a Techmarine prought up on traitor charges, and the kill-team raced to deal with it in the members' own way that led to plenty of tension that has lasted on and off mission. It led to a Dark Angel finding scraps of his Chapter's secret and taking blackshield status, while another was rewarded for capturing a Fallen, duels were fought between members, and friendships and rivalies formed! It was an excellent way to bond and develop the character dynamic of the players. And it exposed an Alpha Legion cell insie the Deathwatch for adventure ideas later too! And none of it was my idea, the players ran it as a narrative themselves and in my opinion it was and is the best part of that PbP. Ak-73 was even a part of it for a while!

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The watch fortress is supposed to be a safe haven, and the players should know that. Sure they might fight Tyranids in a for training... or there might be some trouble in inqisitorial enclave (i actually made shoot out there, between two in inqusitors and their reunites, leaving to intervine but without being able to shoot back...) But they should fundementally feel safe! That way when you pull something major in there, the shock will be that much greater...

 

But i am pretty sure some of the characters discribed in the various books should give some ideas... I recall one of the inqisitor could let out some of the tyranids in order to convince the deathwatch to the threat "serious".

 

Hell i even considered the final i thing in the vault to be an army of Necrons...

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I would love to see an expansion that brings all the First Founding chapters and maybe a few more successor chapters on to an equal footing in regards to Chapter Oaths, Past Events and specialist careers.

 

Salamanders and the others have an equally glorious history and must have some sort of specialist marine.

 

If you do this I'll put you on the top of my xmas card list.

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I'd like to see a few random charts for events that happen during your time as an Aspirant.  Lost limbs will get you cybernetic replacements, a brotherhood forged through decades and centuries of difficulty and battle could give you a Fellowship bonus, etc.

 

I'd like more background stuff for the Marines themselves.  It seems like there is more info for stuff and less for the characters themselves.

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