Newbie....

By Reddwarf201, in Deathwatch Rules Questions

Right so I am new to GMing and my friends want to play Deathwatch. I have a pretty good grasp on most of the rules but there are a few things that I have questions on. Any and all aid would be helpful.

1. Based on the Space Marine Abilities the Larraman's Organ says "You do not suffer from Blood Loss" this is in direct confilict with the Critical hit rules that are based on loosing a limb. Which is the rule to follow?

2. In the damage stat on weapons I am noticing that they have a letter after the damage dice roll ex:(2d10+5 X) for the bolt pistol and 1d10+3R for the chain sword and so forth. What do the letters mean or what page can I find that on because I couldn't seem to find it.

3. In the standard gear for a space marine you get a combat knife. If I am an assault marine does the chain sword take the place of the combat knife or do both weapons stay with me.

4. How many weapons can we carry. Not talking heavy bolters since those are 2 handed but I mean can a space marine carry a 2 standard bolters and duel wield them?

I am sure I will add more question later as they come up. Yet again thanks for the help.

Reddwarf201

1: The table is the general "barring extra rules, this is how it goes" table. Space marines have extra rules, so they follow that table but for the exceptions (like not bleeding).

2: this is the type of damage and what table you roll on, Impact, Rending, Energy, or eXplosive.

3: Technically it's in addition to, but most people just replace it.

4: What we do is you can have 1 heavy weapon, 2 basics and 2 melee maximum. The Devastator in our group selects either 2 heavy and 1 basic or 2 basic and 1 heavy so that he's not forced to lose adaptability to have signature wargear. Dual-wielding bolters is possible if you have the talents for it, but it means that you have to drop one if you get engaged in melee because even though you can one hand them, they're not pistols and can't shoot into melee.

Thanks for the help.

2. At the beginning of the Armoury chapter weapon stats get explained.

4. Dual wielding Bolters in PA is allowed, you don't need special weapons to dual wield. The two TWW talent merely reduce your malus. See DH errata for details, the rules for DW run exactly the same. Most GMs I have heard here don't really allow firing two bolters though - in 40K you don't have rules (or minis) for "normal" marines dual-wielding boltguns either. Guidelines for carrying capacity can be found in the text on page 208.

Alex

ak-73 said:

2. At the beginning of the Armoury chapter weapon stats get explained.

4. Dual wielding Bolters in PA is allowed, you don't need special weapons to dual wield. The two TWW talent merely reduce your malus. See DH errata for details, the rules for DW run exactly the same. Most GMs I have heard here don't really allow firing two bolters though - in 40K you don't have rules (or minis) for "normal" marines dual-wielding boltguns either. Guidelines for carrying capacity can be found in the text on page 208.

Alex

On that same note though, and believe me I'm pretty close to being a tabletop purist as far as "If no model does it, it can't be done," I almost never see models carrying a boltgun and chainsword (and by the TT rules you can't do this anyway without a special trait), and I've never seen models or rules for carrying two different weapons of any type outside of pistol and sword.

Some adjustments have to be made, and because they decided bolters are one handed all the time (instead of needing the TT's True Grit) I don't see a reason not to allow it, outside of penalties.

Autarkis02 said:

On that same note though, and believe me I'm pretty close to being a tabletop purist as far as "If no model does it, it can't be done," I almost never see models carrying a boltgun and chainsword (and by the TT rules you can't do this anyway without a special trait), and I've never seen models or rules for carrying two different weapons of any type outside of pistol and sword.

Some adjustments have to be made, and because they decided bolters are one handed all the time (instead of needing the TT's True Grit) I don't see a reason not to allow it, outside of penalties.

It's your game, I wouldn't want dual Bolters as standard loadout in my game, it seems a bit silly. We've the debate before, I don't want to engage in it all over again. So I respectfully interpret the game world differently.

Alex

On the brief subject of Models with Chainswords and Bolters, may i present the SpaceWolves GreyHunters as that is fairly standard loadout for them.

Twin Bolters, sure, not an issue although a bit pointless as it's more efficient to Burst Fire one bolter and you're better off carrying a Chainsword in the other hand for up close and personal work.

Moirdryd said:

On the brief subject of Models with Chainswords and Bolters, may i present the SpaceWolves GreyHunters as that is fairly standard loadout for them.

Twin Bolters, sure, not an issue although a bit pointless as it's more efficient to Burst Fire one bolter and you're better off carrying a Chainsword in the other hand for up close and personal work.

You could Full-Auto two Storm Bolters though.

Alex

Yeah, suggestions like that are why I banned dual wielding basic weapons in my campaign. You can dual wield pistol class weapons. You can wield a melee and a pistol weapon at the same time. but if you are one handing a basic weapon you cannot use the weapon in your other hand that turn. This means you get some epic one handed action, like when my Tac got one arm shorn off by a kroot cannon, but that same tac does not enter every deployment with two basic weapons and two pistols so he can maximize his damage on paper. 40k is a rule of cool universe, no way I am ruining the cool because somebody wants to munchkin.

Looking at the RAW for Two Weapon Fighting there ARE rules there for firing Full Auto weaponry, one in each hand. Inded it also says that any weapon that may be reasonabley wielded in one hand may be used for two weapon fighting. Power Armour allows specifically for this with Basic weapons.

Autarkis02 said:

4: What we do is you can have 1 heavy weapon, 2 basics and 2 melee maximum. The Devastator in our group selects either 2 heavy and 1 basic or 2 basic and 1 heavy so that he's not forced to lose adaptability to have signature wargear. Dual-wielding bolters is possible if you have the talents for it, but it means that you have to drop one if you get engaged in melee because even though you can one hand them, they're not pistols and can't shoot into melee.

Hi Autarkis02, I've been trying to look up a page to confirm the 1 Heavy Weapon, 2 Basic and 2 Melee maximum. Could you refer me to the page in the core book that this is written on? I seem to be missing it. Thanks :)

There is no reference to that rule.

It is purely a house rule he came up with. You won't find it in any book.

Technically the amount of gear you have is limited by your carrying weight. Marines though can carry quite a bit of stuff (Power Armor doesn't count against) so for them its mainly the bulk of the weapons and how much space they have to carry it.

Have your GM use his own common sense. I like to avoid everyone in the squad with heavy weapons (why do you need 5 heavy bolters for Emperor's sake) as GM you can refuse requisitions, the deathwatch quartermaster may not have it or may not be authorised to issue it for that mission, just be sure to have a reason. '5 heavy weapons in a stealth mission? No effin way, here have this sniper rifle.'

There are a lot of places to put stuff on power armor though. Large belt, thighs, calf, inbetween suit and backpack, on forearms (magnetic latch), and weapon slings to name a few. I use this method, but if you do just make sure common sense prevails. It would be pretty stupid to try to fit a heavy bolter in between your suit and backpack, or on your forearms. If it won't fit there on a 40k mini, it won't fit there on a deathwatch marine.

After reading through again I stumbled onto Page 208. Herichmo, you are right to state that it is more of common sense. Although there was reference to general carrying weight. "One main weapon bolt/ las gun, flamer etc, and two secondary weapons (ie pistols or melee weapons), miscellaneous equipment and some clips of ammo. A strong character could be walking around with 3 different heavy weapons and several thousand clips."