New power cards for Deathwatch

By Durandal7, in Deathwatch Gamemasters

Hey folks,

Since some of you use the cards I made for squad/solo modes and psyker powers, as linked in my sig. I'm pleased to announce that when First Founding is released I will be doing the same to the new mode abilities within that!

With that in mind, is there anything else the community as a whole would like me to convert to card-dom?

-Durandal

I could see weapons being converted to card form. Particularly weapons like Krak and Frag Grenades, where you only get 3 of each per mission and players 'conveniently' forget that minor detail. Use your grenade, hand your card over to the GM. Some other sources where this might be good - melta bombs, demo charges, vortex/stasis grenades, EMP grenades, missiles, mines, etc.

Maybe a card for Specialty Ammo clips? So they can keep track of how many Vengeance Rounds they've spent somewhere other than their character sheet.

Oh! Another good one would be Fate Points. Give your player a card for each Fate Point they have, with uses of Fate Points listed on the card, then have them give their DM the Fate Point card so they aren't 'conveniently' forgetting how many they have. Or else do something where like when you spend it you flip it over, then you only give it to the DM when you 'burn' it.

If the plan is to do all the ammunition types, I may as well do all the weapons and extraneous gear aswell. It'll take time but I seem to have an hour here and there to manage it.

I like your fate point idea, I like that alot :)

-Durandal

Well gents, I thought I'd sort the Fate points tonight, hope they work for you :)

Fate Points

As ever, please note problems/mistakes/etc and let me sort it!

TY!!! These are sooo helpfull :P

Just letting folk know I've got my hands on First Founding and have begun porting the powers to cards.

I'm also slightly modifying existing powers and checking them all over again. There is not necessity to update, I'm simply moving where it tells you the Chapter requirements for Solo/Squad Mode powers to be in line with the Psyker Powers.

If all goes well, I'll have all revisions up today.

I'm also thinking of splitting the powers into more distinct documents. Organized by Codex and Chapter. So all the Codex powers in one doc, all the Chapter Powers in their own doc for each Chapter. Psyker powers will most likely remain unchanged unless you want to me to Codex/Chapter split it too.

As ever, feedback is really groovy.

-Durandal

OK kids! As promised, with less than 20 minutes till the end of the day, I managed to get all the new powers done in the same format, fix the errors in the old ones and create all new documents!!

The link is to the Deathwatch folder in my googledocs. Inside are LOTS of PDF's. Each chapters powers are split into two PDF's. One that covers Psyker Powers and a second which covers Solo and Squad Mode Powers. Codex Squad/Solo have their own PDF as well. Codex Psyker Powers are split into 3 PDF's. One for the regular cobatty powers. One for Telepathy and one for Divination. There is also a PDF with an amended Fate Point card.

Linky Goodness!

I felt it necessary to split it up into so many smaller PDF's to make it more manageable for myself and to make it easier to handle for the players. If you have no Space Wolves in your KT, why bother having their powers on the Solo Mode sheets? Solution: Chapter specific sheets! It also makes it easier and faster for me to edit without having to muck about with much larger documents. A small gripe, but hey, I'm the one doing the work :P

As per usual, any issues please scream and shout at me.