everything seems to be mostly straight forward so far, the only sticking point our group is having is squad mode abilities, preferring to just ignore them thus far, and i dont blame them. so here is how i understand them to work, correct me if im wrong. feedback from a playtester would be very useful.
Oaths: these determine which codex abilities you may use during the mission. choice limited by speciality of team leader.
cohesion: a pool of points
using abilities: you pay the cohesion cost to be able to use one of the abilities unlocked by the oath. this can then be activated at any time during the mission, for no further cohesion cost ie. if you spend cohesion on getting bolter assault, at any time during the mission, squad mode players may activate it to charge down the unclean. they can be bought by any member of the team, and then used by any member of the team (in squad mode)
codex abilities: bread and butter stuff, choice narrowed down by oaths.
chapter abilities: maybe be purchased by squad leader, from squad leader's 2 chapter options. only other members of the chapter may use them, making them very limited unless you have several brothers from one chapter. other battle brothers may not use their own chapters' abilities.
tactical marine ability: may allow other marines to use chapter abilities after a -20 command test, making them more reliable with mixed groups.
so procedure is, pick leader. leader picks appropriate oath. everyone writes down the available abilities on mode sheet. during battle, marines in squad mode may spend cohesion to activate these abilities for the rest of the mission, with the ability to switch back and forth depending on situation, but may not benefit from more than one ability per turn. if cohesion ever reaches 0, squad mode is lost along with its abilities.
also keep in mind i have ignored all the squad range stuff as that seems pretty clear. rank 1-3 marines must be within 30m of another marine to join squad mode and use the unlocked abilities.
everything here seem right? a lot of the book seems painfully obtuse on who may/may not use/select/take part in what, just curious to see what people's interpretations are.
) I didn't have the playtest rules in my head confusing things. But yea, I read it through a few times and it made sense to me. Sure it could be written better, but I never really felt like they didn't make sense...
Might well be because I've seen RPGs so badly written that they were basically unplayable without massive houseruling (such as Fireborn), so the FFG 40k stuff, even if it's slightly unclear at times, generally makes sense to me after reading it a few times and spending a little time figuring it out.