FNG + GM… well, it sounded funny in my head. Anyway…
Hello all! Long-time GM, new to Deathwatch (and 40k RPG in general), with about 4 games under my belt so far (the adventure in the core rulebook, as well as the Ghosts of Baraban mission from the GM screen), and while I am getting a handle on the rules, some are still a bit beyond me just yet. Some are where the fluff (been playing 40k since 2004) and the rules are at odds, others where I am not quire sure what they were intending. Still others are areas where I want to house-rule changes, but I am not sure what the long-term consequences are going to be. Hopefully you all can help?
- The Flesh is Weak - This makes the character count as a machine. Our Iron Hand Techmarine picked this one up right away (surprise!), and the errata covered the stacking with armor. The way the rules read, he should not be affected by any sort of psychic or mind control effect, correct? With the Baraban mission, I ruled that the Delirium Trellises still affected him (mostly because I was unclear on how The Flesh is Weak read, and he was into playing up the primarchs curse anyway). Is this accurate? How does this trait interact with fear, insanity points, etc?
- Bionics - If I am understanding, bionics in a given area boost the toughness in that area, but if they suffer critical damage, it has a chance of damaging the bionics?
- Righteous Fury - A friend who has been playing 40k RPG for a time suggested I modify RF from RAW in the core rules (before I noticed that the errata fixed it). Now, I am not sure which way to go. His suggestion was to use it like it is in Black Crusade. If it applies, you just deal 1d5 critical damage on top of the existing damage. Just looking for opinions on this. One of the Battle Brothers got messed up pretty bad from what should of been a fairly simple encounter playing it this way, but I also want to avoid the Heavy Bolter of Doom effect.
- Solo/Squad Mode - I see a ton of potential in the use of squad mode abilities, but some of the specialities have solo OR squad mode advantages (tactical marines, for example). Needless to say, most of the players picked the solo mode abilities, because they were a bit more powerful and were more likely to be used. I was thinking of giving them access to both, depending on what mode they are in. This makes sense to me for Deathwatch.. they will act a certain way in solo mode, and then transition into a different way when in squad mode. Too much?
Also, on that same note, I had considered granting some sort of way for the team leader to give his chapter squad mode ability to the rest of the group with a command or fellowship test, then I read (in the forums here) that it had been covered already. Plus, the Tactical Marine already gets that ability. I just found it interesting that the Deathwatch gets its strength from diversity of chapters serving in it, but then the rules would seem to reward a squad all made up of individuals from the same chapter. Any ideas on how I could work this to share the abilities, but with a test? Or should it just be based on the leader?
- Requisition - This is one area that seems to have a lot of potential for helping the party out, but is not used to its fullest. My players seem more concerned with getting a gun for every situation they can imagine, end up only using their basic weapons, and the points go to waste. This mission I gave them a fairly high requisition total, but limited it to 2/3 ammo and 1/3 weapon (or they can use either for equipment). Trying to encourage them to trick out their issued gear to the most, and to bring specialty ammo for a variety of situations.. as well as a flamer "for close encounters". Anyone else have this problem? Then I have other players who cant find anything to spend their requisition on. This amazed me, but I had little to offer in advice. What are some "always useful" items for the group to have for burning leftover requisition?
I imagine I will think of some more and post as they come up, these were just the first batch to come to mind. Thanks in advance if you can help out at all.