Post by Gordon on May 25, 2011 23:02:23 GMT
As some of you know on Tuesday there will be a Deathwatch game.
For those of you who are playing, here is some additional information and rule clarifications.
The game takes place on Tuesdays at the flat. Opening time is 5 - half 5 if anyone needs to sort stuffs out and hope to begin approx 6.
Solo, Squad Mode and Psyker Powers Power Cards:
Squad Mode Cards
Solo Mode Cards
Psyker Powers
Rules:
'Five Hands Rule'
PC's are only able to carry 5 hands worth of weaponary.
heavy weapons + 2 handed melee weapons = 2 hands
basic, pistols and single handed melee weapons = 1 hand
Players are allowed to swap out starting gear in favour of different gear bought with requisition.
Ammunition Supplies
For specialty basic starting gear you are considered to have functionally unlimited ammunition. NOTE: This does NOT include grenades.
Any weapons bought with requisition come with limited ammunition Quantities are relative to the weapon.
Special ammuntion is limited to one purchase = one clip.
Heavy Weapons and the Devastators starting heavy bolter are NOT subject to the above.
Heavy weapons bought with req have a SINGLE clip. ('excessive' ammuntion can be bought)
Devastators have a single backpack ammo supply for their heavy bolter and no reload. They can, however, take additional 60 round drum clips (basically talk to the GM) as a backup. Special ammunition is handled as per latest Errata
Assault Packs
Are not available to Devastators or Techmarines.
Fate Points
Can be spent and burnt in the normal manner with the following alteration.
Space Marines cannot burn 'good' fate points unless it is their last. As no Space Marine would stop fighting if he has half a chance of killing or hurting the enemies of Man.
Combat Move Speeds
Will be abstract as opposed to the hard rules the core book contains, this is to simplify combat around hordes.
Moves can still be termed half, full, charge or run however but at GM's discretion.
The Errata
Can be aquired here
Be sure to update weapons and your character in general to be in line with the errata.
Squad Mode Abilities
Any member of the squad can activate one, not just the squad leader.
For chapter specific abilities, normally only marines from your chapter can use them. However all marines are being granted the following:
Talent: Forging the Bond
The Space Marine is gifted at adapting to the fighting styles and traditions of other Chapters, and while serving in the Deathwatch has formed strong bonds of brotherhood with is Kill-Team
* At ranks 1-3, the Marine may benefit from the Squad Mode abilites specific to any other Chapter. When members of the Kill-Team activate a Chapter-Specific Squad Mode ability, the activating Marine can choose to allow any Marines from a different Chapter possessing this Talent to benefit from the ability as well. If he chooses to do so, activating the Squad Mode ability costs an additional 3 Cohesion (in total, not per Marine).
*At ranks 4-5, cost reduced to 2 cohesion.
*At ranks 6+, cost reduced to 1 cohesion.
+++
Keep an eye on this post as it will change periodically as new house rules are introduced.
+++
For those of you who are playing, here is some additional information and rule clarifications.
The game takes place on Tuesdays at the flat. Opening time is 5 - half 5 if anyone needs to sort stuffs out and hope to begin approx 6.
Solo, Squad Mode and Psyker Powers Power Cards:
Squad Mode Cards
Solo Mode Cards
Psyker Powers
Rules:
'Five Hands Rule'
PC's are only able to carry 5 hands worth of weaponary.
heavy weapons + 2 handed melee weapons = 2 hands
basic, pistols and single handed melee weapons = 1 hand
Players are allowed to swap out starting gear in favour of different gear bought with requisition.
Ammunition Supplies
For specialty basic starting gear you are considered to have functionally unlimited ammunition. NOTE: This does NOT include grenades.
Any weapons bought with requisition come with limited ammunition Quantities are relative to the weapon.
Special ammuntion is limited to one purchase = one clip.
Heavy Weapons and the Devastators starting heavy bolter are NOT subject to the above.
Heavy weapons bought with req have a SINGLE clip. ('excessive' ammuntion can be bought)
Devastators have a single backpack ammo supply for their heavy bolter and no reload. They can, however, take additional 60 round drum clips (basically talk to the GM) as a backup. Special ammunition is handled as per latest Errata
Assault Packs
Are not available to Devastators or Techmarines.
Fate Points
Can be spent and burnt in the normal manner with the following alteration.
Space Marines cannot burn 'good' fate points unless it is their last. As no Space Marine would stop fighting if he has half a chance of killing or hurting the enemies of Man.
Combat Move Speeds
Will be abstract as opposed to the hard rules the core book contains, this is to simplify combat around hordes.
Moves can still be termed half, full, charge or run however but at GM's discretion.
The Errata
Can be aquired here
Be sure to update weapons and your character in general to be in line with the errata.
Squad Mode Abilities
Any member of the squad can activate one, not just the squad leader.
For chapter specific abilities, normally only marines from your chapter can use them. However all marines are being granted the following:
Talent: Forging the Bond
The Space Marine is gifted at adapting to the fighting styles and traditions of other Chapters, and while serving in the Deathwatch has formed strong bonds of brotherhood with is Kill-Team
* At ranks 1-3, the Marine may benefit from the Squad Mode abilites specific to any other Chapter. When members of the Kill-Team activate a Chapter-Specific Squad Mode ability, the activating Marine can choose to allow any Marines from a different Chapter possessing this Talent to benefit from the ability as well. If he chooses to do so, activating the Squad Mode ability costs an additional 3 Cohesion (in total, not per Marine).
*At ranks 4-5, cost reduced to 2 cohesion.
*At ranks 6+, cost reduced to 1 cohesion.
+++
Keep an eye on this post as it will change periodically as new house rules are introduced.
+++