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Hello everyone.

 

This thread is intended to collate and answer as many Frequently Asked Questions about the games we participate in here in the RPG Nook.  These questions will likely be about Mechanics first, but they may also be about other aspects of the game.  This thread is a work in progress and will be updated as often as we can, in order to help any poor wayfarer who needs a bit of a steer.

 

Most of the replies and clarification in this FAQ will be based on the responses by the developers (primarily Fantasy Flight Games) of the actual rulesets using their words where appropriate.  We understand that GM's are completely free to modify them as they see fit, but the basics of character building should roughly remain the same, as with certain procedural rules that are formed for balancing the game out.

 

If you're posting a query, please bear in mind that your campaign rules may differ and the replies, whilst we will make them as accurate as possible, are only guidelines.

 

The format of your query should really only contain the system you're asking about, and where possible, a page reference for the block o' text that's baking your noodle.

 

 

System: Deathwatch

Guys, I don't get the Oath thing (Core p.229).  Can someone tell me what Squad Mode this gives me to pull Abaddon's ears off?

 

 

We'll  refine that as we go, of course.  We'll also have a list of the books so you are familiar with the books we use and how to reference the parts you need to understand, so you can get the job done.

 

We'll also try to codify the responses into a proper FAQ at some point.  This is a...proto-FAQ if you will, for now at least.  It is important that you contribute, because the Fantasy Flight Games forums are closing down, and it is we who must carry the torch.

 

Have at it below, and remember - the only stupid question is the one that you don't ask.  Your question may be the one everyone else is thinking about and every improvement of our knowledge is both helpful and vital for the continuation of a smooth and enjoyable game.  If you want to try and dig the answer out yourself, or simply want to peruse the mass of information already about, then don't forget to check out our Resources thread.

 

Please make sure you familiarise yourself with both the Board Rules as well as the Forum Specific Rules when posting.

 

Deathwatch B&C FAQ

 

NOTE: This thread is currently undergoing consolidation from Head Hunted and various other sources.  Please bear with us as we sort it all out.

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  • 2 months later...

DEATHWATCH B&C FAQ

 

The shortcuts for the posts below were compiled very kindly by Trokair, from games in the forum. As I get more time, they will be made relevant to everyone, without breaking the Forum rules, and will not only be sanitised for consumption, but also prettied up.

 

Please think of this post as a WIP placeholder for now, but it may help with very basic questions.  Please use this FAQ in tandem with our Resources Page as noted above.

 

In other news, the FFG Forum archive has been found by another RPG Nook regular, Beren, and will appear in this FAQ, and our Resource thread as well at some point.

 

Requisition:

http://www.bolterandchainsword.com/topic/368649-the-pbp-big-faq-thread-wip/?p=5691090

 

Weapon Ranges:

http://www.bolterandchainsword.com/topic/368649-the-pbp-big-faq-thread-wip/?p=5691095

 

Special Ammunition (SpecAmmo or SIA):

http://www.bolterandchainsword.com/topic/368649-the-pbp-big-faq-thread-wip/?p=5691100

 

MR.

Edited by Mazer Rackham

I have a question, just come up actually, probably really obvious!

 

Core rules, pg 70: Apothecary gets Medicae as a Trained Advanced Skill as one of his starting abilities, but its also in the Rank 1 Apothecary Advances for 400XP?

 

Does that mean that you have it for free? That you HAVE to take it, but pay for it? Or should the Rank 1 option be for Medicae +10?

 

Confused!!! :D

DEATHWATCH:

 

I have a question, just come up actually, probably really obvious!

Core rules, pg 70: Apothecary gets Medicae as a Trained Advanced Skill as one of his starting abilities, but its also in the Rank 1 Apothecary Advances for 400XP?

Does that mean that you have it for free? That you HAVE to take it, but pay for it? Or should the Rank 1 option be for Medicae +10?

Confused!!! :biggrin.:

 

Excellent question!

 

Apothecaries get Medicae (Trained, Advanced) for Free.  Similarly, the Librarian begins play with Psyniscience (Trained, Advanced), also for Free.

 

They do not need to buy it again.

 

The options exist on the Advance tables for two reasons:

  • So GM's can cost NPC's correctly, and;
  • Other players may elect to take it as an "Elite" Advance, and both they, and the GM, know the base cost for negotiation purposes.

MR.

DEATHWATCH:

 

Requisition (or Req):

 

If you trawl a few other DW threads here in the Nook, you'll see this popping up a bit.  It is basically used instead of gold, to buy the kit you want for the mission.  It is apportioned on a per-player basis, but forms a pool which others can dip into.  It is allocated based on how many objectives there are, giving weight to Primaries first, then Secondaries etc.  On the Errata  1.1 document, you get a very comprehensive armoury, which another reason you should take a look at it.

 

On the right-hand side, you will see the Requisition column.  This is how much of the resource you have to pay to loan out that bit of kit.

 

All Requisitioned items are for use in that mission only, and are a single item, with the exception of ammunition, which is usually issued in magazines of 60 (Heavy Bolter), 28 (Boltgun) and 14 (Bolt Pistol).

 

Grenades are Requisitioned individually, and are single use items.  They do not replenish over the course of a mission.  When the pin is pulled, Mr Grenade leaves for good.

 

Neither Special Issue Ammunition (SpecAmmo, or SIA), nor Grenades may be taken as Signature Wargear Items.

DEATHWATCH:

 

Weapon Ranges:

 

Ranges in Deathwatch work reasonably well and sniper rifles aren't a necessity.  Your Bolt rounds, don't stop dead like on the tabletop - they keep going like they would in reality.

 

You only start taking penalties to aim if you start shooting things at Long Range, which is any target more than double your maximum weapon range, or Extreme Range, which is more than three times your maximum range limit.  It also gets easier to shoot targets closer to you, when they get into Short Range and Point Blank Range.  All weapons use the same Point Blank Range, which is 3m and incurs a +30 to Hit bonus.

 

Example:

Bolter Short Range = 50m (+10 BS to Hit)

Bolter Standard Range = 100m

Bolter Long Range = 201m (-10 BS to Hit)

Bolter Extreme Range = 301m (-30 BS to Hit)

 

Target size modifiers also affect range aiming bonuses or penalties.  Landing a shot on a Carnifex at 400m is much easier than trying to eliminate a servo-skull at 30!

 

On top of even that, certain Special Issue Ammunition will alter range brackets.  Kraken rounds, for example, extend your weapon range by 50% as well as making your round ignore more armour, and weapon scopes and special abilities may affect these ranges too.

DEATHWATCH:

 

Standard and Special Ammunition (SpecAmmo, or SIA):

 

For standard ammunition, it is generally assumed by most GM's (and indeed the Core Rulebook), that you have a supply up to the mission task.

 

However, much like grenades, SIA will deplete - once it's gone, it's gone.  Also note that Tactical marines get one of these Magazines for free.

 

For SIA, a Rank 1 Space Marine may take the following at the cost listed for one magazine (60 Rounds Heavy Bolter, 28 Rounds Bolter, 14 Rounds Bolt Pistol):

  • Kraken (+50% range, weapon penetration goes up to 8) 15 Req
  • Hellfire (Ignores Natural Armour, gives Righteous Fury (RF) on a 9 or 10 on D10's) 25 Req
  • Stalker Silenced Shells (-2 damage, -30 to hear where the shot came from ) 5 Req
  • Metal Storm (-2 damage, -2 weapon penetration, but all Hits gain Blast: 2) 15 Req

There are many more variants than this, but to list them all would mean a violation of the terms of this board and the requirement to obtain the actual books.  They may be out of official print, but the DW FFG books are available digitally.

 

You may carry as many of these Magazines as you can buy with Req.  A Bolter with a Shot Selector (ie, all Bolters that you start with), will hold three magazines of 28 rounds simultaneously.  You may choose which ammo you are going to use as a free action before you make your attack.  The attack (no matter how many bullets it uses) must all be of the same type of round. 

 

For a Heavy Bolter, you may choose to use a backpack ammunition supply, which will increase the magazine size from 60 to 250.  All SIA will work in a Heavy Bolter, but it costs an additional 15 Req and fills the ammo backpack to capacity.

 

Storm Bolter SIA magazines cost exactly the same as standard magazines, as do Heavy Bolter Box magazines.  (Errata/Dev Response on FFG Forum).

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