I've got a question about Requisition.
The person who explained it over at /tg/ was quite brief, so I thought I might get a more detailed explanation.
He said it replaces Profit Factor, Thrones and Infulence, and yeah, that makes sense. He also said that a mission will define how much Requisition you have, from 50 for a simple mission to 200 for a longer stretch of linked missions. He also mentioned that you would use that requisition to take Terminator Armour and so on. Again, all makes sense.
But my question is - do you lose the stuff you already have? From what I remember, everyone is assumed to have certain items (Bolt Pistol, Combat Knife, Power Armour), but let's say you take Terminator Armour and spend however many Requisition Points it is on that, do you lose the Power Armour/is it exchanged for the Termy Armour?
I ask because a long-term campaign might not see you get resupplied, and you might take Terminator Armour, an Assault Cannon and then run out of ammo - would you keep your Power Armour for when that happens so that at the end of that mission and before the next (assuming no resupply) you could swap back to your Power Armour?
Or is this more a "
GM Decides
" thing?
BYE
Deathwatch Q&A
It would seem to me that if there is no resupply between missions then there is no actual "down" time either, ie. Done with the first bit, rush to the second. Getting in and out of a TDA requires a facility as far as I remember, servitors with tools ect, you can't just take it off and put it back on again, at least thats my take on it.
Obligatory Narthecium question again, as we have our game session tomorrow
What does it actually do ?
In addition what is the chapter specialty of Black Templars, i have a vague feeling reading about it on darkreign before the thread was accidently deleted. Is it some bonus in combat agains Psykers ?
UncleArkie said:
ItsUncertainWho said:
Santiago said:
Their height, 2.00 to 2.20 meters
So we are back to Space Marines being American Football and Basketball player size?
Sorry, but I find the idea of 6'6" / 2m tall short Space Marines unimpressive. But this is coming form someone who is 6'5".
Didn't mean to derail. Back to the original topic.
My Space Marines don't look like they're more than 2-2.5m tall when I paint them.
ItsUncertainWho said:
Santiago said:
Their height, 2.00 to 2.20 meters
So we are back to Space Marines being American Football and Basketball player size?
Sorry, but I find the idea of 6'6" / 2m tall short Space Marines unimpressive. But this is coming form someone who is 6'5".
Minor point here, but there's a "life size" sketch of a space marine at GW HQ in Nottingham; they cart it out to Games Days every so often. It stands 7ft tall in armour, so the hypothetical Marine inside the armour must inherently be shorter (as he's wearing boots and a helmet, and neither are of negligable thinness). However, what was commented on regarding this image is not the height (7 foot tall is big, but not huge) but the breadth - that huge broad chest and those iconic pauldrons do more to define a Space Marine's size than his height does.
Hellebore said:
I also can't see many GMs treating the reduction as troops fleeing because it plays against the heroic imagery the game is trying to conjure. Arnie didn't make the enemy run away in Commando he gunned those unamerican suckers DOWN!. I can't imagine many GMs telling their devestator that they killed 4 enemy and the rest ran away.
Well, since the rules explicitly state that Magnitude going down covers morale, people running away, etc, I'd actually imagine quite a lot of people doing it. There is heroic, and then there is "silly". I can easily imagine 5 guys from a squad of 20 legging it after they see their mates torn to pieces by Heavy Bolter fire, and it's still heroic. I don't see how having people scatter and run before you isn't "heroic".
@HMBC
Sure, you can take it off, but if you swap your Power Armour for Terminator Armour using Requisition (note, though, that you'd have to get a hell of a lot of Renown before they even let you touch the Terminator Armour), then no, you'd leave your Power Armour at home, you wouldn't take it with you to a battle or on a mission. So no, if you weren't going back to base during a mission, I'd say you wouldn't have your Power Armour there with you to swap it for. Also, yes, it seems like you need to have facilities to take the Terminator Armour off. The other armours (Power and Artificer) have rules saying how long it takes to remove the armour, where as the Terminator Armour just talks about how Tactical Dreadnought Armour requires "Techmarines with the proper ceremonial accoutrements and facilities".
Either way, generally, you are considered to have a "sufficient supply of standard ammunition for [a] weapon", so you probably won't run out of ammo.
With most equipment, though, no, you don't lose it if you requisition other equipment, as long as you can carry it on you.
@tkis: Just a +20 to Medicae tests made on Space Marines, raises the threshold at which the patient is considered Lightly Damaged to 3xTB, and doubles the amount of damage healed by first aid tests.
MILLANDSON said:
Hellebore said:
I also can't see many GMs treating the reduction as troops fleeing because it plays against the heroic imagery the game is trying to conjure. Arnie didn't make the enemy run away in Commando he gunned those unamerican suckers DOWN!. I can't imagine many GMs telling their devestator that they killed 4 enemy and the rest ran away.
Well, since the rules explicitly state that Magnitude going down covers morale, people running away, etc, I'd actually imagine quite a lot of people doing it. There is heroic, and then there is "silly". I can easily imagine 5 guys from a squad of 20 legging it after they see their mates torn to pieces by Heavy Bolter fire, and it's still heroic. I don't see how having people scatter and run before you isn't "heroic".
@HMBC
Sure, you can take it off, but if you swap your Power Armour for Terminator Armour using Requisition (note, though, that you'd have to get a hell of a lot of Renown before they even let you touch the Terminator Armour), then no, you'd leave your Power Armour at home, you wouldn't take it with you to a battle or on a mission. So no, if you weren't going back to base during a mission, I'd say you wouldn't have your Power Armour there with you to swap it for. Also, yes, it seems like you need to have facilities to take the Terminator Armour off. The other armours (Power and Artificer) have rules saying how long it takes to remove the armour, where as the Terminator Armour just talks about how Tactical Dreadnought Armour requires "Techmarines with the proper ceremonial accoutrements and facilities".
Either way, generally, you are considered to have a "sufficient supply of standard ammunition for [a] weapon", so you probably won't run out of ammo.
With most equipment, though, no, you don't lose it if you requisition other equipment, as long as you can carry it on you.
@tkis: Just a +20 to Medicae tests made on Space Marines, raises the threshold at which the patient is considered Lightly Damaged to 3xTB, and doubles the amount of damage healed by first aid tests.
First of all, Arnie is merely Arnie and not a Space Marine.
Previous questions, maybe overlooked:
"Does the rulebook state anything about what kind of xeno artifacts the Deathwatch is interested in? Only military gear? Dish-washing machines? Shoe-cleaning bots?
And any new information on how long exactly the power armour can withstand adverse conditions like vacuum?"
The latter refers to how long the Power Armour can operate autonomously (oxygen, maintaing the right temperature, blocking off radiation etc)
I have an additional new question: Can the gloves be taken off and put back on quickly? I can imagine some of my players wanting to do that if they want to do something delicate with their hands.
Alex
Also, forgot to say earlier that it's a missed opportunity that the Critical Hit charts aren't specifically tailored towards the Marines' physiology. Or did I get the wrong end of the stick and they are actually slightly altered to take this into account? Either way, seems like something that would be most flavoursome to show up either in a later sourcebook, or perhaps we'll have to rely upon the fans to break it out...
Kage
I disagree.
The charts need to be used against the enemies of the Marines too, not just the Marines themselves. It might be a bit redundant for most of their enemies, considering how many things would need to Horde up to be a challengem but it still needs to be there.
Seeing as how it's a core book, it's better that they saved space by only giving us a standard one, but I could see a future release having critical charts just for Space Marines (I don't see them being a high priority, but I wouldn't be surprised if we got them some day).
Hey Millandson, thanks for taking the time to answer question.
Got a question in regards to gear: Is there a sniper rifle in Deathwatch, and if so; what are its effects against hordes?
Blood Pact said:
I disagree.
The charts need to be used against the enemies of the Marines too, not just the Marines themselves. It might be a bit redundant for most of their enemies, considering how many things would need to Horde up to be a challengem but it still needs to be there.
Seeing as how it's a core book, it's better that they saved space by only giving us a standard one, but I could see a future release having critical charts just for Space Marines (I don't see them being a high priority, but I wouldn't be surprised if we got them some day).
It's best to do that in the form of a unified chart. That way I don't have to keep two different books open.
Alex
KarmicCycle said:
Hey Millandson, thanks for taking the time to answer question.
Got a question in regards to gear: Is there a sniper rifle in Deathwatch, and if so; what are its effects against hordes?
There is a needle sniper rifle, and it has no effect against Hordes other than the damage (given that Hordes are used in running battles, where you are probably better off with your bolter).
Blood Pact said:
I disagree.
The charts need to be used against the enemies of the Marines too, not just the Marines themselves. It might be a bit redundant for most of their enemies, considering how many things would need to Horde up to be a challengem but it still needs to be there.
Seeing as how it's a core book, it's better that they saved space by only giving us a standard one, but I could see a future release having critical charts just for Space Marines (I don't see them being a high priority, but I wouldn't be surprised if we got them some day).
Errr... Perhaps it is possible (read: it is) to encompass both. All the CH charts would need is an appropriate mechanical entry that applies to the Marines, e.g. "Secondary Heart damaged. Until a successful Medicae roll by an Apothecary in an appropriate surgical facility is made, the Marine acquires x Fatigue Levels/whatever." It doesn't have to be "goo-alicious" description that is read out just so that the player can get their rocks off by hearing how awesome they're hit was. Indeed, the conceit of it is shown with the idea that the majority of individuals are going to have to be aggregated into the Horde mechanics just to get by the mechanical contrivances of the core system. What point are "Critical Hits" serving beyond the Giggle Factor?
Just a thought. I don't really care either way, but just felt having something that was geared towards the Marines (or mentioned them specifically) would have been far more appropriate for a system that is meant to be revolve around them. Otherwise it begs the age 'ole question of why bother with three separate "systems" in the first place? The whole point was so that they could be crafted to the different "levels" of play, surely?
Ah well... Such is things.
Kage
MILLANDSON said:
KarmicCycle said:
Hey Millandson, thanks for taking the time to answer question.
Got a question in regards to gear: Is there a sniper rifle in Deathwatch, and if so; what are its effects against hordes?
There is a needle sniper rifle, and it has no effect against Hordes other than the damage (given that Hordes are used in running battles, where you are probably better off with your bolter).
Otoh, you can ambush hordes and they may not know where to shoot back.
Btw, I had some questions too further above.
Alex
MILLANDSON said:
KarmicCycle said:
Hey Millandson, thanks for taking the time to answer question.
Got a question in regards to gear: Is there a sniper rifle in Deathwatch, and if so; what are its effects against hordes?
There is a needle sniper rifle, and it has no effect against Hordes other than the damage (given that Hordes are used in running battles, where you are probably better off with your bolter).
That is very disappointing, seeing as sniper rifles are demoralizing weapons. A single sniper can pin down and break even large units, as evidenced in Viet Nam and most urban warzones today.
How much unit cohesion is lost when you take out a PDF units radio man, and how much morale is lost when their heavy weapon is silenced in one shot. Not to mention taking out their leadership.
I smell a house rule coming up on this one.
BTW Isn't it possible for a guy in a terminator armour to pick up a normal bolter ect when his normal weapon runs out of rounds to nom?
ak-73 said:
"Does the rulebook state anything about what kind of xeno artifacts the Deathwatch is interested in? Only military gear? Dish-washing machines? Shoe-cleaning bots?
And any new information on how long exactly the power armour can withstand adverse conditions like vacuum?"
The latter refers to how long the Power Armour can operate autonomously (oxygen, maintaing the right temperature, blocking off radiation etc)
I have an additional new question: Can the gloves be taken off and put back on quickly? I can imagine some of my players wanting to do that if they want to do something delicate with their hands.
The Deathwatch are just interested in any xeno artifacts that allow them to understand their enemies better, and therefore help kill them better. Technology, information, weapons, it's all good.
Power Armour can withstand vacuum for as long as the armour is environmentally sealed (wearing the helmet, no holes/damage to the power armour, etc) and the armour is powered.
No rules for the gloves to be taken off, since the gloves are built into the armour. You can remove power armour in it's entirety though, but it takes 20 minutes unaided to do so.
@Karmic: The Horde rules are only about 3 pages long in their entirety (as in, their basic rules), and designed to speed up combat by abstraction. Any complicated stuff like taking out the leaders or radio-men with snipers (unless they are Tyranids, because their guys actually need their synapse creatures) will need dealing with by the GM.
@Uncle: Nope, only certain weaponry can be used whilst in Terminator Armour, and since things like Assault Cannons are fixed in place (connected to the armour), you can't just drop it and pick up a new weapon. As I've posted before, the weapons you can use whilst in Terminator Armour are Combi-Weapons, Power Weapons, Force Weapons, Storm Bolters, Storm Shields, Heavy Flamers, Assault Cannons, and Cyclone Missile Launchers. Since weapons have to be connected to the Terminator Armour in order for the armour to properly support, aim, and interface with the weapon, you can't swap them out on a whim, only when using the same facilities and crew as required to get into the Terminator Armour in the first place.
MILLANDSON said:
ak-73 said:
"Does the rulebook state anything about what kind of xeno artifacts the Deathwatch is interested in? Only military gear? Dish-washing machines? Shoe-cleaning bots?
And any new information on how long exactly the power armour can withstand adverse conditions like vacuum?"
The latter refers to how long the Power Armour can operate autonomously (oxygen, maintaing the right temperature, blocking off radiation etc)
I have an additional new question: Can the gloves be taken off and put back on quickly? I can imagine some of my players wanting to do that if they want to do something delicate with their hands.
The Deathwatch are just interested in any xeno artifacts that allow them to understand their enemies better, and therefore help kill them better. Technology, information, weapons, it's all good.
Power Armour can withstand vacuum for as long as the armour is environmentally sealed (wearing the helmet, no holes/damage to the power armour, etc) and the armour is powered.
No rules for the gloves to be taken off, since the gloves are built into the armour. You can remove power armour in it's entirety though, but it takes 20 minutes unaided to do so.
Rats, both would be important to know.
a) I was taken a bit aback in Oblivion's Edge by this (did you paytest that too?): "They will have to cut their way out of the blister and climb 20 metres across the hull of the hive ship, careful not to slip and drift away into space. Fully enclosed power armour will support the Battle-Brothers in the void, but not indefinitely, and they will have about 10 minutes from the time they breach their blister to reach the spore cannon and take it out before they need to get back."
b) Expect the issue to come up in many gaming rounds. If there is an easy way to lose the -10 penalty, players will take it. Given that the gloves are part of a full enviro suit, there could be argument that it might take longer. Counter-argument would be that the creators would have tried to make it as easy as possible - without compromising security, that is. Donning might take longer than removing too.
I hope some clarification from FFG might eventually come around.
Alex
Why take your glove off when you can have a Techmarine do it with a manipulator or mechadendrite.
Or
Why take your glove off when a melta bomb or krak grenade will take care of the problem.
ItsUncertainWho said:
Why take your glove off when you can have a Techmarine do it with a manipulator or mechadendrite.
Or
Why take your glove off when a melta bomb or krak grenade will take care of the problem.
Because melta bombs are rare and difficult to get, not something you should use all the time, a chain fist on the other hand...
In one of the threads a curse of the primarch or so has been mentioned for fear tests. Is that curse then instead of corruption / insanity points?
ItsUncertainWho said:
Why take your glove off when you can have a Techmarine do it with a manipulator or mechadendrite.
Or
Why take your glove off when a melta bomb or krak grenade will take care of the problem.
but you may want to touch an unarmoured female space marine...
steamdriven said:
ItsUncertainWho said:
Why take your glove off when you can have a Techmarine do it with a manipulator or mechadendrite.
Or
Why take your glove off when a melta bomb or krak grenade will take care of the problem.
but you may want to touch an unarmoured female space marine...
Lol, she might enjoy it more without the -10 modifier.
Otoh.... "Delicate tasks suffer a –10 penalty unless using equipment designed for Space Marines."
Lol.
Alex
steamdriven said:
ItsUncertainWho said:
Why take your glove off when you can have a Techmarine do it with a manipulator or mechadendrite.
Or
Why take your glove off when a melta bomb or krak grenade will take care of the problem.
but you may want to touch an unarmoured female space marine...
That's a good way to loose a hand.