Requisition Grenades

By leetbeef, in Deathwatch Rules Questions

When a player spends requisition to get a grenade is he getting a mission supply of grenades or just one? I believe you only get one grenade everytime you spend the requisition but some of my players believe that since page 138 states "Unless otherwise stated, ranged weapons include an adequate supply of basic ammunition; explosives (including grenades and missiles) and other consumables likewise last the duration of the Mission." that t his applies to thrown grenades as well.

I counter that since players start out with, very specifically, three krak grenades and three frag grenades their intent is to be limited.

Thoughts?

Edited by leetbeef

Rule of Three. Don't remember page number but I have used it quite extensively.

You only have three spare clips/grenades/missiles/consumables unless you requisition more. And Requisitioning more clips/grenades/missile/consumables gives you only one (1).

Edited by Routa-maa

It's the same with the missile launcher - as per the living errata:

Frag and krak grenades are standard issue; frag and krak missile supplies are included with any missile launcher. Requisition value is only for evaluating requests deemed “excessive”.

As noted, 'standard issue' for grenades is listed in the rulebook as three of each. I treat 'standard issue' for the launcher as being one full backpack-box of 8 missiles (the soundstrike's 'clip size').

The requisition costs are per item beyond that, just as if you were requisitioning specialist ammunition.

The way I read it, he gets a "mission supply". That is, enough to equip a single person for a single mission. More often than not, this would mean ~3, more if he can somehow find room for it or resupply as the mission goes on.

Exactly how many he gets is entirely up to the judgement of the GM. What is deemed "excessive" is up to the quartermaster and if he pushes, make that whiny soldier get a report, because that's not how a Space Marine is supposed to conduct himself. o/

Rule of Three. Don't remember page number but I have used it quite extensively.

You only have three spare clips/grenades/missiles/consumables unless you requisition more. And Requisitioning more clips/grenades/missile/consumables gives you only one (1).

A side note, but as someone who has been raised around firearms their whole life, the CRB`s constant misuse of the term `clip` (as opposed to the correct term `magazine`) drives me up the **** wall. OK, that is all.

I will be using the rule of three. The rule of three applies to repair cement as well?

I ue it for repair cement.

I dunno about the missle launcher. That means it has 3 whole shots...

For specialty grenades, you get 1 for the req spent.

For missile launcher ammo, you get a complete, appropriate-sized magazine of standard-issue ammo, just like every other requisitioned weapon . If standard-issue ammo can be selected from multiple types (frag vs krak usually) I would either say all of 1 type or mix-and-match depending on the weapon in question, i.e. I think a soundstrike's load-out would be all frag or krak, but a CML can mix-and-match. Really I can't suspend disbelief that the Deathwatch would issue you a missile launcher and no/insufficient missiles for it, just like you automatically get a full weapon magazine + standard ammo reloads for pistol/basic weapons or a full backpack of standard ammo whenever you requisition a heavy weapon (amount variable based on the type of weapon).

The issue is that missile launchers have a magazine size of 1. So by rule of three that would be 1 x 3 = 3.

I don't agree with this -- I would go with 8 or so -- but lett's get real here, missiles are pretty big and you're not going to be carrying a whole lot of them around.

The Soundstrike has a magazine of 8, CML has a magazine of 12, auxiliary grenade launcher has a magazine of 4. Where do you see magazine of 1? Or are you talking magazine per missile bought with req, not per launcher?

Edited by Kshatriya

You're right. Where the hell did I get 1 from?

Probably thinking of Only War.

You're right. Where the hell did I get 1 from?

Probably thinking of Only War.

Yes. The 'clip' of a missile launcher is that ammo box with the tiny servo-arm on a marine backpack. Mere mortals don't get this and get a clip of 1.

An idea could be that the equipment that you get "mission supply" of use the rule of 3 for the req. cost, they get 3 when they buy more.

I was thinking about this as I wanted to take a Soundstrike and replace one side with concussion missiles. Trying to work out how much req it would const to have half the Soundstrike ammo be a special type, and once again not sure how many missiles/grenades are supposed to be represented by the req value (grenades especially - I had always thought 1 per Req cost, but that does seem way too expensive).

I just recently botched the sh*t out of this in a game I am playing in.

My Dev took the Soundstrike as his Sig wargear. GM was nice and let me put a red dot on it to boot because it is single shot. Anyways, we were trying to work out how many missiles go in the ammo backpack that comes with it and decided that ALL the missiles you req go in there.

Nope. Not even close.

So, in lieu of retconning, we have my Dev running around with something like 32 missiles - a mixture of incendiary, frag, krak, and concussion - in this backpack. We didn't realize how big these things were.

In the future we are allowing two magazines (16 missiles) in the backpack and any extra missiles to be purchased separately and hung off the marine (significantly decreasing his carry capacity for everything else).