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Deathwatch House Rules
Post your homebrew house rules here.
Moderator: FFGAntonThe Spaniard Topics: 307 | Posts: 3073
Starting Deathwatch: Pitfalls?
Published on 27 August 2012 - 21:36:33
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I'm getting ready to start a Deathwatch campaign, and I'm wondering if there are any obvious flaws that need to be addressed. I've noticed mutterings about automatic fire, hordes and unnatural characteristics. Any pointers?

-K

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Reply #1 | Published on 28 August 2012 - 03:35:44
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kjakan said:

I'm getting ready to start a Deathwatch campaign, and I'm wondering if there are any obvious flaws that need to be addressed. I've noticed mutterings about automatic fire, hordes and unnatural characteristics. Any pointers?

-K

Use the weapons errata. I cannot encourage this enough.

Other than that, be wary of Librarians (they can get pretty absurd) and consider stealing the Only War rules for shooting.

I've converted Dark Heresy to the Only War system. Please take a look!

https://docs.google.com/folder/d/0B517sKRcjGNrcmZmV21GSkVoVVU/edit

 

 

Reply #2 | Published on 28 August 2012 - 04:05:58

Second on using the weapons errata. Using the errata in general is a good idea.

Get a good idea of how test modifiers and damage bonuses stack.

Psychic phenomenon and perils of the warp rolls are not tests and thus cannot be rerolled using fate points. Consider allowing librarians to burn fate points to avoid a result worse than death (e.g. obvious posession) but don't feel beholden to do so.

Communicate with your players so that everyone's clear on expectations from the campaign. Some people run Deathwatch as a pure combat fest while others are more focused on the relationships between characters.

 Have fun with your game in any case.

Pericula in mora

Danger in delay

Decessor's House Rules (DW v1.0)

Reply #3 | Published on 28 August 2012 - 06:54:08
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The Errata weapons list changes a lot of the damage codes to use fewer dice but a bigger bonus. I can guess at the effect this will have: Fewer hits are discounted because of low damage rolls that fail to beat Toughness and Armour, fewer targets are ovewhelmed by high damage rolls. Damage output becomes more predictable.

Do you have any example of what sort of problem the Errata weapons list solved in your campaign?

-K

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Reply #4 | Published on 28 August 2012 - 10:53:08

 Heavy bolters aren't the be all end all of any encounter any more. The Devastator has a reason to take other heavy weapons. Also, melta and plasma weapons are now useful enough to be taken over just buying special ammunition for a bolter.

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Reply #5 | Published on 28 August 2012 - 21:46:17
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Do not use the book version of Righteous Fury. Use the errata one.

I do not recommend using the Only War/Black Crusade rules for shooting. I tried it. It causes massive ripple effects throughout the system. The primary issue that it addresses (single shot vs. full auto) is not that important in Deathwatch, in which very few errated weapons have full auto.

 

 
Reply #6 | Published on 29 August 2012 - 03:10:38

 As everyone else has said, the errata's weapon stats and righteous fury rules really work well (there is a reason these stats are now used in Black Crusade and Only War).

Using the shooting rules from Black Crusade and Only War is more personal preference (as comments here shows). I use them in my game, but there are arguments either way so I'd recommend only looking at them if you are also buying Black Crusade or Only War anyway.

Personally I'd go even further with Librarians and simply not allow them in the game. A Librarian with Smite and Compel and even just the damage a force weapon can put out quickly overpowers the other characters and makes most combats uninteresting. If you don't want to have to plan every fight carefully to neuter the Librarian, I'd just leave them out of the game.

A figure stands in ancient armor, wreathed in a billion screaming souls that encircle him like mist. In it's right gauntlet, Holy Terra blackens and crumbles. The figure smiles for the first time in ten thousand years.

Reply #7 | Published on 29 August 2012 - 10:39:40
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Don't get me wrong, the OW/BC system is better in some ways. It's just that addressing certain issues -- that don't really matter much in Deathwatch == completely borked others.

 
Reply #8 | Published on 29 August 2012 - 18:10:17
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Oh yeah. This isn't a flaw, but this is something you should do.

Right p all the little abilities that Space Marines have -- the modifiers for implants, armor systems, Killing Strike, Demeanors, various modes. Print them out. Make the printouts available during the game.

Marines can do a lot of things, and it's easy to forget them.

 
Reply #9 | Published on 30 August 2012 - 08:04:38
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Thanks for the feedback. I guess I'll take your advice regarding the modified weapon characteristics.

Any thing else?

 

-K

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Reply #10 | Published on 16 September 2012 - 06:13:53

bogi_khaosa said:

I do not recommend using the Only War/Black Crusade rules for shooting. I tried it. It causes massive ripple effects throughout the system. The primary issue that it addresses (single shot vs. full auto) is not that important in Deathwatch, in which very few errated weapons have full auto.

Given that the errata stats were written alongside the Black Crusade version of the combat rules, I don't see there being any particular incompatibility - indeed, I regard the errata weapon stats as benefiting from the BC rules, as semi-auto fire got quite a boost in versatility.

IMO, the biggest area of conflict that adopting the BC rules can cause is in the Squad and Solo mode abilities.

Nathan 'N0-1_H3r3' Dowdell

Writing Credits so far: Into the Storm, Edge of the Abyss, Battlefleet KoronusBlack Crusade Core Rulebook, Hostile Acquisitions, First Founding, The Jericho Reach, The Soul Reaver, Only War Core Rulebook, The Navis Primer & Ark of Lost Souls

Disclaimer: Any & all comments I make on these forums are my own opinion, not those of Fantasy Flight Games. My comments & rules suggestions should not be taken as official, are for all intents & purposes nothing more than the words of a devoted fan & long-time member of this community.

A collection of my unofficial supplements can be found here.

Reply #11 | Published on 16 September 2012 - 18:52:13
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N0-1_H3r3 said:

 

Given that the errata stats were written alongside the Black Crusade version of the combat rules, I don't see there being any particular incompatibility - indeed, I regard the errata weapon stats as benefiting from the BC rules, as semi-auto fire got quite a boost in versatility.

IMO, the biggest area of conflict that adopting the BC rules can cause is in the Squad and Solo mode abilities.

The ripple effects I'm talking about are in other areas of the system, not in the ranged weapons themselves.

 
Reply #12 | Published on 16 September 2012 - 18:59:37
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 Such as?

 

Not being judgemental, I'm genuinely curious if you've found a glaring issue as it's seemed to work fine for our group so far.

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Reply #13 | Published on 16 September 2012 - 20:29:18
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A variety of effects. Mainly offhand the effect on melee combat, and incompatibility with some stats.

For instance, Orks are supposed to hit using hails of fire that overcome their bad marksmanship. That is not possible with the newer rules, because hails of fire do not overcome anything. An Ork Boy has a BS of 20 + 10 for Aim (with new rules letying you aim and autofire in one round)  = 30 - 10 for auto fire = 20%. To have a reasonable chance of hitting he has to fire single shot or semi auto, which is not very Orky. Or alternatively you could bring up his BS, but then he would be as accurate as a standard Guardsman, which isn't very Orky either.

The Defiler has a WS of 25 and Lightning Attack, pretty much directly translating the TT. With DW style rules for Lightning Attack, he's a damgerous melee opponent. With BC/OW rules he'll have a hard time hitting at all. Again you could increase its WS, but that doesn't match with the notion of many attacks, each of which is inaccurate on its own, but which can hit in number. To get "lots of attacks, each of which is inaccurate on its own but together have a chance of at least one hitting" in BC/OW, you need Multiple Arms. Swift and Lightning Attack in BC/OW REDUCE your chance to hit and have the opposite effect as in the otehr game lines (greating gimping starting Assault Marines against Hordes BTW if you do the math).

On the other end of the spectrum, Lictors are potentially capable of churning out 12 hits a round. (WS65 + Lightning Attack + Multiple Arms).

 

 
Reply #14 | Published on 16 September 2012 - 21:57:49
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A Defiler can still do things like All out Attack if I recall, which is a great advantage because it's a freaking tank who cares if it can't dodge. I've never had a Defiler show up in game (mostly due to how laughable it is on the Tabletop, my players can't take one seriously), but really the issue isn't the number of attacks that make it deadly but the huge claw it has crumpling everything. It might not be enough to murder a Space Marine outright but it can still grind up other things. Not to mention it's covered in guns and a freaking CANNON.

And Orks not being to hit the broadside of a barn is somehow not Orky? They're lousy shots, plain and simple and have never been advocated as being masters of accuracy. There's nothing to say an Ork wouldn't use single-shot or semi-auto, why bother have those settings on the gun if it wasn't intended to be? You might claim "Well Orks are about covering a target in bullets" and that's very true but it doesn't have to be full auto. You could instead have MORE BOYZ which is very very Orky and have them all barrage a target in semi-auto or even full-auto why not. Eventually a couple of them are going to hit and the target can only dodge once most of the time. I don't see a problem in this whatsoever, it's just more reason to have more Orks and/or get them into close combat.

It's minor tweaking but I don't think it's anything that much game-breaking.

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Reply #15 | Published on 18 September 2012 - 05:43:32
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It seems to me that one could have a houserule that allows auto/semi-auto fire to be used three ways:

  • Burst Fire: Half action. Semi auto BS +0 to Hit, one additional hit per two degrees of success. Full auto BS -10, one additional hit per degree of success.
  • Wild Fire: Half action. Semi auto BS +10, single hit. Full auto BS +20, single hit.
  • Concentrated Fire: Full action. Semi auto BS +10 to Hit, one additional hit per two degrees of success. Full auto BS +20, one additional hit per degree of success.

-K




 

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