Gentlemanloser Posted November 4, 2013 Share Posted November 4, 2013 Seconding leaving out Squad mode for a while. The game works just fine in Solo mode. Some things we found to be a pain. Healing. There's very little of it, and no one wanted to play an Apothecary just so the group has someone with First Aid. Some Psychic Powers are hard to handle. The Space Wolves Spirit Wolves and the Dark Angel Force Barrier are two that stick in the mind. You might want to keep these in mind, when someone is choosing a Chapter to take on thier Librarian. (I see you have, or should have, a Dark Angels Librarian. Take a look at thier Force Barrier Power. Rule whether they can move/parry/shoot with it active - Or be hovering on a Jump Pack, or have another member of the Squad carry them, or be in a transport at the time... - and be aware of just how much armour they can stack with it) Ammo is also sometimes an issue, and the rules are contradictory on it. Some sections say you have around three clips for each gun (unless you requisition more), some say umlimited. If you choose to limit ammo, you might have PCs requisition an ammo backpack for thier Bolter... Hordes are generally ok, and fun. Especially when your players start dropping Frag grenades at thier feet (that can't penetrate thier Power Armour) to obliterate them. You might want to be lenient with Armour History rolls. It sucks to be an Assault Marine and get a suit that reduces your WS but increases your BS. Link to comment https://bolterandchainsword.com/topic/279487-deathwatch-my-first-rpg/page/2/#findComment-3513049 Share on other sites More sharing options...
Captain Artemis Posted December 3, 2013 Share Posted December 3, 2013 Healing. There's very little of it, and no one wanted to play an Apothecary just so the group has someone with First Aid. I think a Space Marine could spend a full action to regain a couple of wounds, that is if he dosn't take fire. :o Link to comment https://bolterandchainsword.com/topic/279487-deathwatch-my-first-rpg/page/2/#findComment-3536210 Share on other sites More sharing options...
Growler67 Posted December 3, 2013 Share Posted December 3, 2013 An Inquisitor might also provide a Servo Skull with Medicae to augment if the GM saw fit to grant it. Link to comment https://bolterandchainsword.com/topic/279487-deathwatch-my-first-rpg/page/2/#findComment-3536212 Share on other sites More sharing options...
Cactus Posted December 4, 2013 Share Posted December 4, 2013 There's no reason the squad can't requisition a narthecium for the sweet sweet healing bonus. I can't recall if all marines are trained in medicae but if they're not it's worthwhile somebody (whoever has the highest Int bonus) spending the XP to learn. Link to comment https://bolterandchainsword.com/topic/279487-deathwatch-my-first-rpg/page/2/#findComment-3537540 Share on other sites More sharing options...
Growler67 Posted December 4, 2013 Share Posted December 4, 2013 Every marine can get First Aid, but only Apothecaries can get a Narthecarium and Medicae....they are higher levels of First Aid and include "surgical knowledge"....for when it goes beyond a basic would....like missing limbs and so forth. Link to comment https://bolterandchainsword.com/topic/279487-deathwatch-my-first-rpg/page/2/#findComment-3537593 Share on other sites More sharing options...
Gentlemanloser Posted December 4, 2013 Share Posted December 4, 2013 First Aid isn't a skill choice for other 'classes' apart from Apothecaries. You can take the Mutant Gene legacy if you want. Link to comment https://bolterandchainsword.com/topic/279487-deathwatch-my-first-rpg/page/2/#findComment-3537630 Share on other sites More sharing options...
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