Requisition Score

By TechVoid, in Deathwatch Rules Questions

Hello,

just a question to confirm this: According to the Errata the calculated Requisition Score is for every Space Marine? I mean - woa - that is an increase of req. points of 100% per Space Marine.

Best regards,

TechVoid.

i believe it always was per space marine. The book was just poorly worded. And yes, 30-50 req shouldn't be that uncommon. Also, remember that the veteran-novice stuff should be added on top of the primary/secondary/tertiary bonus.

Finally though, remember that these are guidelines, not some hard coded "this is how the game must be played" (an example of something like that being say, the skill test of "roll under your statistic," which is significantly less of a guideline, and more of a hard coded rule, of which a serious alteration to would cause a very large change to how the game itself is played). Having a bit less requisition or too much just shifts how carefully the players or the GM has to think. And in the case of the GM, new problems/difficulties can be added or changed on the fly to fit the needs of keeping the game interesting.

Kommissar is 100% on the money here. It was brought up on the forums and answered by Ross (answered, redacted, and answered again), now codified in the eratta, the req was always supposed to per marine . Without it being for the whole team, you'd end up with one heavy weapon and a single clip of cheap specialty ammo, and anything else like a data slate or stealth device would have to be gifted by the mission authority, which would take a lot of the freedom characters hav in planning their own missions away from them.

Though I don't prefer it, it could make for an interesting style of play.

And it is just a guideline, definitely not hard coded.

Okay, okay.

Then it really makes more sense. The Techmarine can take the Auspex, the Raven Guard the Stummer, etc.

But I must always smile about the concept. Because at first it is quite nice although I do not know how to make surprises. Because if you create further objectives which they will encounter during the mission you still have tom give the the appropriate req score right at the beginning. So the players know: A lot is coming! Even if it is not said before.

But if you do not give the additional req score, let's say for the sake of realism. Since the wath captain does not expect complications and thus give the only req score for the obvious objectives it might get hard...

... but then we're right at the Deathwatch! 8)

Best regards,

TechVoid.

TechVoid said:

Okay, okay.

Then it really makes more sense. The Techmarine can take the Auspex, the Raven Guard the Stummer, etc.

But I must always smile about the concept. Because at first it is quite nice although I do not know how to make surprises. Because if you create further objectives which they will encounter during the mission you still have tom give the the appropriate req score right at the beginning. So the players know: A lot is coming! Even if it is not said before.

But if you do not give the additional req score, let's say for the sake of realism. Since the wath captain does not expect complications and thus give the only req score for the obvious objectives it might get hard...

... but then we're right at the Deathwatch! 8)

Best regards,

TechVoid.

That's actualy a scenario I plan for in some adventures - if you don't give them enough req for the added objectives, you can give them more XP or Renown as a result of facing an unexpected and more difficult challenge. Just remember DW intel is (usually) pretty good, so this shouldn't happen all the time.

Alternately, come up with a different excuse as to why you gave them so much req- "Oh, the man you're guarding simply wants to spare no expense to keep him safe, you get extra req." In order to make it convinving however you have to mix it up, give them bonus req when they really don't need it.

Charmander said:

Alternately, come up with a different excuse as to why you gave them so much req

Yes,

of course. In the mission I present in the GM section I already mentioned that the additional req is for the circumstances since the Kill-Team is boarding a ship which fell out of the warp. Thus the threat of the warp excuses additional req.

Best regards,

TechVoid.