|Deathwatch | Published 08 October 2010|
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.