News for April 2010
The Jericho Reach 47
A Glimpse of the Setting for Deathwatch
Deathwatch | Published 02 April 2010

Greetings, Deathwatch Fans!

This week I’d like to take a short break from talking about Space Marine Chapters and instead talk about the Jericho Reach, a war-torn region of space that is the setting for Deathwatch. During the development of “Project Iceberg” (the codename for Deathwatch), one thing I was very interested in was providing an opportunity for Space Marines of the Deathwatch to face some truly iconic and classic foes. This meant we could set Deathwatch in a completely different region of space than the Calixis Sector or the Koronus Expanse.

Welcome to the Eastern Fringe

The Jericho Reach lies far on the Eastern Fringe of the Imperium, a place that has been all but forgotten but now lies at the center of an Imperial Crusade to reconquer its territory...for within the Jericho Reach lies a singular prize; an ancient and mysterious warp gate that links it to the other side of the galaxy.

 Author John French explains some of the themes and ideas behind the Jericho Reach:

Against a bloody background

One of the first things that was decided about the Jericho Reach (named by a certain Mr. Andy Hoare) was that it was going to be dominated by war and conflict. Deathwatch is, after all, a game about the Adeptus Astartes, the Emperor’s finest warriors and so we needed a war; a big one. We envisaged a portion of space swarming with the enemies of mankind, where forces clashed in every environment and circumstance imaginable.

How we would make the Jericho Reach a suitably war torn crucible of nightmares was answered by the first piece of development direction we were given: we would plough a Imperial Crusade into it. With this key point settled it followed that we would view the ‘Reach’ from the point of view of the Imperial Crusade forces: its topography would be made up of salients and war zones, its notable figures would be war leaders and heroes, and where the forces of the Crusade have yet to extend are its places of mystery and possibility.

This Imperial campaign became known as the Achillus Crusade. Once named, the Achillus Crusade quickly began to gather ideas and possibilities to it. Many of these early ideas fought their way to the front and became part of the Jericho Reach as it is revealed in Deathwatch, some perished in fire, and still others buried themselves in shadows and waited for a future time to be revealed. Here are some that made it:

A War of Reconquest

It was decided early on that the Jericho Reach had once been part of the Imperium; the Jericho Sector in fact. It was long ago abandoned to darkness, and the enemies of mankind took it for their own. We wanted to create a deliberate sense that the Imperium was returning to an area it had once known, but that had changed greatly over the intervening years and made less than it once was. One of the ways we engendered this feeling was to create worlds still inhabited by human populations that had successfully survived the isolation from the Imperium. Some remained loyal, but others had long ago been corrupted and now were entirely resistant to this Imperial reconquest.

The Three Salients

Rather than dividing up the Jericho Reach into sub-sectors, or similar regions, it is divided between the Crusade's main staging zone (known as the Iron Collar) and the three primary salients of advance through the Reach.

We wanted each salient to have a character of its own, with each facing a different dominant foe and set of circumstances. Each part of the Crusade has different character and plot threads woven into its background, making them more like sub-settings in their own right. The Canis Salient is the oldest and largest group of warzones and has clashed head on with the forces of Tau Expansion in a battle between two forces of conquest competing for resources and territory. The Acheros salient is characterised by a bloody war of attrition against the forces of Chaos which have encysted in the central worlds of the Jericho Reach. The Orpheus salient has become fragmented, its lines of communication and support overextended; all of which have made matters infinitely worse when a Tyranid hive fleet hit it in the flank.

Ancient Duties and Divided Agendas

The Deathwatch have their own agendas and keep their own council. The Achillus Crusade may be the cause for war on a massive scale, but it is not the reason that the Deathwatch are in the Jericho Reach. Nor do the Deathwatch answer to the command of the Crusade; they may aide the Crusade forces when the agendas of both coincide, but do not function as not part of the Crusade war machine. Most of the Imperial units outside of the senior Crusade commanders do not even know what the Deathwatch are, let alone that they have any presence in the Jericho Reach.

We divided the power and agendas in this way so that the Deathwatch player characters could potentially go anywhere in the Jericho Reach, fight as part of any conflict, and still follow their own narrative rather than that of the Crusade. The roleplay possibilities of conflicts between the Crusade command and the Deathwatch were also too good of an opportunity to pass up.

This divide between the Achillus Crusade and the Deathwatch also helped us emphasise the nature of the Deathwatch in this setting: they serve a higher purpose as watchmen who guard against enemies and possibilities even greater than those the Crusade must face. There is something alien and strange about the Jericho Reach; something dark, foul and perhaps even sinister. After all, the Deathwatch are here—and there must be a good reason for that.

I could tell you more, sharing what I know of the Omega Vault and the unfolding pattern that leads into a darker future. I would, but at my back I sense the Master of the Vigil drawing near, and the cold gaze of the secret keepers and so I must say nothing more.

Forward, Battle-Brothers!

Stay tuned for more revelations and more about the Space Marine Chapters in my next Deathwatch Designer diary!

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.

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Comments (47)

Inquisitor Huntingmoon
Published: 4/3/2010 12:45:27 AM
#35

It looks to me as if the sturcture was bult around the warp gate, there is nothing in the art that clearly shows the ring charging or creating the gate.  then again this could be a stabelized opening, making the crusade even more important as the various forces try to either acuire or sabatage the alien tech.  Just some thoughts.

Sombrelame
Published: 4/2/2010 8:57:33 PM
#34

I have a strange impression of reading a Stargate Episode... In a Warhammer Universe.

Atheosis
Published: 4/2/2010 7:41:47 PM
#33

Went and read the warp gate bit in the Rogue Trader core book.  Don't have the old RT book (before I played TT) or 3rd edition (got rid of it).  And well I'm left scratching my head a bit (this is some pretty obscure stuff as far as 40k lore goes).  What it says in RT is that it's not known whether they occur naturally or were built, yet that picture seems to clearly be of a structure.  So which is it?

I still think this is a pretty weak way to tie DH and RT to DW if that's what you guys are up to.

artbraune
Published: 4/2/2010 7:38:10 PM
#32

Color me very interested and not overly critical...

BTW: Ross - love the tribute to the original Rogue Trader!

KostasOK
Published: 4/2/2010 5:09:43 PM
#31

If this place has been all but lost and forgotten why haven't the enemies of the Imperium used it to get around or under the defenses and attack mankind from many sides? If man can do it, so can chaos or the eldar (its highly probable that its their artifact anyways) or anyone who is adequately advanced so to speak...

 

FFG Ross Watson
Published: 4/2/2010 5:09:08 PM
FFG Staff
#30

 Plus, of course, pp 312-313 in the Rogue Trader Core Rulebook. :)

FFG Ross Watson
Published: 4/2/2010 5:05:57 PM
FFG Staff
#29

For those who are interested in learning more about Warp Gates in Warhammer 40,000, there are a number of references throughout the lore. Two that come immediately to mind are Warhammer 40,000: Rogue Trader page 131 and Warhammer 40,000 3rd edition page 101. Enjoy!

Psion
Published: 4/2/2010 5:03:26 PM
#28

[quote]for within the Jericho Reach lies a singular prize; an ancient and mysterious warp gate that links it to the other side of the galaxy.[/quote]

Gee, I wonder how this is going to tie into the Rogue Trader and Dark Heresy games? /sarcasm

But seriously though, this little nugget and the introduction of the Tau has already raised my interest in Deathwatch to the point where I might actually care.  Still sounds suspiciously like the "Ooh-rah!" machoman tomfoolry I read in McNeill's "The Killing Ground" but at least there is wiggleroom for RT and DH characters in the Crusade.

Peacekeeper_b:  Granted that picture could be a concept and not in the final product but it doesn't look Necron; too curved, too white, and too elegant.  Crons prefer pyramids and basic geometric shapes, and they don't appear to like white as a color while Eldar wraithbone is as white as... well, bone.  Granted, it also could be another race that only has had an impact in the PnP games...

KostasOK
Published: 4/2/2010 5:02:28 PM
#27

                                                                                             

                                                                                          Seconded !

Atheosis
Published: 4/2/2010 5:00:00 PM
#26

I'm also left wondering...

Is the trip one-way?  Is there another one of these things on the other end of the trip?  How on Terra do Imperials use it?  Almost certainly being of xenos origin, would the Imperium use it even if they could, even at the risk of their very souls?  

But the biggest question of all...how exactly am I going to use this thing to teach my players the very important lesson that it's best to blow up xenos tech rather than use it?

And make no mistake, nothing good is going to come of the use of such an heretical abomination. 

Atheosis
Published: 4/2/2010 4:50:53 PM
#25

99% percent sure that isn't a Webway gate.  They called it a warp gate, not a Webway gate.  Those are two very different concepts.

KostasOK
Published: 4/2/2010 4:46:45 PM
#24

I agree with Atheosis on the non-existence of warp-gates (let alone ones that can be operated and utilized by Imperial forces!!). Okay, I understand that they have to somehow link their three games together and make transition between the different sectors and reaches and expanses and whatnot but they could have done it differently (or not at all). I am not convinced that this is the best the monkeys in the basement could come up with, although I will admit that it is the easiest and most harmless solution.

(What? oh, *now* i understand. If we bring, say, an inquisitor's retinue and a rogue trader fleet to assist the marines the enemies won't stand a chance against the newly combined forces. Hive fleet? no problem! Chaos? Here we go!, Tau? Come get some! Chuck Norris inbound!)

That said, I don't wish for a flame war or anything of the like, I have been a fan and follower of the wh40k universe for quite a long time to able to just accept statements that imply that we're walking blind, making it up as we go because "who knows? gw might just have had that in mind, but in the umm...23 years(?) that the warhammer universe has been steadily expanding lore-wise they didn't think to include such serious and story altering feature." Come on  people....

Oh and it *definately* looks Prothean !

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