Living Errata and Sullivan House Rules

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Living Errata and Sullivan House Rules

We are currently using these rules in the other PbP "Deathwatch." The homebrew rules are known as Newby 1.1, and thus, they will be known also as Sullivan 1.1. If you have any arguments against these rules or any questions, feel free to direct questions to this thread.

Here is the link to the Living Errata 1.1. We will be working off of the revisions in the Living Errata and using the weapons stats listed in it. The stats mainly reduce damages for certain weapons which were previously able to one-hit kill some of the games toughest enemies. And that is stupid. Some people have voiced concerns that this now makes certain enemies Bolter-proof. While that MAY be the case, it has also been brought up that these are enemies that should have been Bolter-proof to begin with (ie. walking tanks, and enormous enemies) and should require a mixture of cunning, good tactics, strategy and heavy weapons to bring down.

Living Errata 1.1:

Here is a list of homebrew rules we shall be using for this game. Please look them over, they are pretty self explanatory.

Deathwatch House Rules – Version Newby 1.1 (Sullivan 1.1 as well)
Basis: Uses Deathwatch Core Book with Living Errata 1.1

p. 126 Sound Constitution (Talent): Sound Constitution (x1) will be awarded to players automatically upon reaching a new rank. Regarding purchasing the talent from the appropriate improvement trees, Sound Constitution will never cost more than 300 xp. However, the amount of times a PC may purchase it is still regulated to its designated number (x) within individual improvement trees.

p. 125 "Dedicated Devastators" - Rapid Reload (Talent Improvement):
Cost: None; Rank 3 improvement for Rapid Reload.
Prerequisite: Devastator Marine; used for Heavy Weapons only.
Effects: After working in tandem with another Heavy Weapons specialist on the same Kill Team for some time, the Marine can safely and rapidly assist in reloading his team mate's heavy weapons. If the Marine wishes, he may sacrifice his action in order to halve the reload time of a squad mate's heavy weapon. The effects of this stack with Rapid Reload. For example, If character A has rapid reload and is reloading a heavy weapon that normall takes 2 full rounds, it will be cut in half by his Rapid Reload Talent to 1 full round and further cut in half by the fellow Devastator (character B) assisting him to 1/2 a round.

p.245 Righteous Fury: A second attack roll is never needed for Righteous Fury. If any die roll on damage dice results in 10 another 1d10 is rolled and added to the damage.

p. 11 (Living Errata) Bolter RoF: Standard Bolters will now have a rate of fire of S/4/-.

p.36 Space Marine Abilities: Due to basic training given to all Space Marines, they treat Piloting (Personal) as Basic Skill.

p.113 Astartes Weapon Training (Talent): Battle brother is also proficient with Astartes Sniper Rifle.

p.115 Deathwatch Training (Talent): Due to changes made in Righteous Fury, this Talent does not affect Righteous Fury in any way. However, the hypnotherapic training gives an automatic +5 bonus to all Tactics, Common Lore and Forbidden Lore rolls concerning known major alien races (Eldar, Ork, Tyranid and Tau, also others if GM decides the race is well-known enough).

p.144 Volatile (Weapon Quality): Due to changes made in Righteous Fury, this Weapon quality causes Righteous Fury if 9 or 10 is rolled on Damage dice.

p.157 Fire Selector: Can have up to two different magazines.

p. ? Weapon Jams: When a weapon jams, the PC no longer loses a full magazine of ammunition due to the jam. Clearing the jam still follows the rules as normal, but once the jam is cleared the weapon only loses 1 (one) round of ammunition.

p.159 Hellfire rounds: ignores Natural Armor and all artificial armor manufactured from pieces of Natural Armor.

p.159 Implosion shells: have Felling (1) quality instead of causing Agility damage.

p.161-164 Astartes Power Armor: All Astartes Power Armour, Astartes Artificer Armour and Astartes Terminator Armour include a built-in mission timer equal in all functions to Chrono. A chrono may be purchased with requisition when equipping Deathwatch Scout Armor.

p.169-170 Chapter Trappings: Batlle-brothers can have as many chapter trappings as they wish. However, only one of the chapter trappings can have any effects on rules. Thus, if a character wishes to fill his chambers with Fenrisian Wolf Pelts, Sacred Binding Chains or any number of nostalgic items from their parent Chapter, they may do say.

p.203 Degree of Success and Failure: for each starting 10 points by which the Characteristics test was exceeded or failed one Degree of Success or Failure is gained. In effect the minimum Degree of Success or Failure is always at least 1.

p.219 Using Chapter Specific Abilities: All battle brothers of the Kill Team can benefit from
Chapter Specific Squad Mode abilities if the Squad Mode is chapter-specific to the current Kill Team leader and the Kill Team leader initiated the Squad Mode.

p.243 Suppressing Fire: All weapons can fire Suppressing Fire. The effect of the Suppressing Fire depends on if the weapon is fired on Full-auro, Semi-auto or Single Shot:

- Full-auto Suppressing Fire, Hard (-20) Pinning Test to avoid being pinned, Hard (-20) Ballistic Skill Test to hit anything in the area. Using Semi-auto weapon with Blast quality for Suppressing Fire counts as Full-auto Suppressing.

- Semi-auto Suppressing Fire, Challenging (+0) Pinning Test to avoid being pinned, Very Hard (-30) Ballistic Skill Test to hit anything in the area. Using Single Shot weapon with Blast quality for Suppressing Fire counts as Semi-auto Suppressing.

- Single Shot Suppressing Fire, Routine (+20) Pinning Test to avoid being pinned, Arduous (-40) Ballistic Skill Test to hit anything in the area.

p. 11-13 (Living Errata) Plasma and Melta Weapons: Plasma weapons now have the Felling (1) Special quality and Melta weapons have the Felling (2) Special quality. The reasoning behind this is simple; Based on the rules as written (RAW), plasma and melta weapon penetration and damage do not accurately reflect damage dealt to beings with Unnatural Toughness. I do not think that any living beings, including Naked Space Marines should take a point blank shot from a melta weapon and walk away unscathed. This will be a two-edged sword as you can now dish out a ton more damage to tougher creatures, but may be susceptible to these weapons yourselves. Take cover. ;) Let`s field test this for a while, and if it is too much, we can adjust.

p. 228 Oath Taking: Squad Leaders do not need to meet the Specialty pre-req to take an Oath before a mission as long as someone in their Kill Team meets the requirement. Ex: In the RAW, a Techmarine Squad Leader could not take the "Oath of the Astartes" prior to battle. But with this change, as long as the squad has either a Devastator, Tactical or Assault Marine, the Techmarine Squad Leader may choose this option.

p. 230 Oath of the Weapon: Due to changes made to Righteous Fury, this Oath loses half of its effect. Instead of allowing for the re-roll of Righteous Fury confirmations, this Oath now grants the Kill Team with a +10 to WS for the duration of the mission.

Ignoring Melee Combat: A PC may spend a Fate Point in order to 'ignore' melee combat and target a separate enemy with a ranged basic/heavy weapon for one round.

Marine Carry Rules

Marine carrying capacity is limited less by strength, as they have the strength of Hercules if he actually lifted, and more by area on their persons. This will be a chance to explain what you will be allowed to carry at any one time and will be beneficial when attempting to figure out what to requistion for a mission. Equipment will be fixed to "carry-points" and each Marine has multiple carry-points on their bodies.

A single carry-point can carry: ONE (1) Basic-weapon type magazine, TWO (2) Pistol type Magazines, ONE (1) Missile in quick-release, or TWO (2) Grenades; however, drop bags are available for requisition that will allow you to carry multiple magazines/grenades on one carry-point.

A drop bag fitted to a carry-point can carry: TWO (2) Basic-weapon type magazines, or THREE (3) Pistol type Magazines, or THREE (3) Missiles, or FOUR (4) Grenades. Note: Items in general purpose drop bags can never be retrieved by using Quickdraw or Rapid Reload.

Weapons: Generally, a Marine is only allowed to carry ONE (1) Heavy Weapon or TWO (2) Basic Weapons on their person, as well as TWO (2) side arms (usually a pistol and a combat blade or a combination of the two).

Backpack: Your backpack, which houses your Power Armor's reactor also has the capacity to hold 6 items internally (be it extra ammo magazines or ordnance; however, 60 round Heavy Bolter box magazines take up two spaces). It also has mag-locks for your weapons should you need to stow one basic in order to use another.

Chest: TWO (2) Carry Points on the breast plate.

Belt: SIX (6) Carry Points.

Thighs: ONE (1) Carry Point on each thigh plate, most commonly reserved for a pistol in a drop holster, or combat knife.

Greaves: ONE (1) Carry Point on each shin plate. Often reserved for a combat blade or ammo combination.

Edited by: mruozu on 12/08/2013 - 21:48
mruozu's picture

Quickly I'd like to mention a few new rules that drumandfight and I have talked about and gone over with one another. They make things a bit more clear and a bit more interesting in some cases. I'll also be quoting deadDMwalking when I mention the rules about Parrying and Dodging.

Rules for Parrying
In our Deathwatch Game, we have noticed that parrying and dodging are a bit broken.
deadDMwalking wrote:
First off, as written, if you have a WS of 50 and you're fighting an opponent with a WS of 5, he's not likely to hit you, and if he does, you have a 50% chance of parrying his attack. If you fight an opponent with a WS of 95, he's almost certain to hit you, but you still have a 50% chance of parrying his attack. As written, Parry is based on your WS, not that of your opponent.

Ideally, better attackers would be more difficult to parry than bad attackers. My suggestion:

You typically can only parry 1 attack each round (standard rules). To parry an attack, you make a WS (as normal). Instead of simply comparing against your WS and pass/fail, you look at degrees of success. If your DoS exceed the attacker's, the attack is parried.

You are attacked by someone with a WS of 5. He achieves a 5. This is a success. Your WS is 50. If you roll a 50, you succeed on parrying.

You are attacked by someone with a WS of 95. He achieves a 5. This is 9 degrees of success. Your WS is 50. Even if you roll a 5, you will fail to parry his attack. If he rolled a 65 (3 degrees of success) you could parry him with a 20 (3 degrees of success).

This succeeds in making more skilled characters more difficult to parry, but still considers your skill in determining success. Thus, two characters who are equally skilled will have a 50% chance of parrying each other - unlike the current system where two WS 95 characters will almost ALWAYS parry each other (95% chance).

If we're more talented (higher WS) than our opponents, this will generally help us (more successful parry attempts). If our opponents have a higher WS than we do, this will ultimately make us get hit more often.

So with regards to Parrying, we will switch to a DoS system to handle the discrepancies present. Feel free to discuss this with me OOC or here.

Rules for Dodging
Dodging will work much the same way, but only when dealing with multiple shots fired at a target.

For example, an ork fires his Twin-Linked Shoota at you and gets all 10 hits against you. Now a single solitary dodge pass shouldn't negate all 10 of these because due to size and movement and time, there shouldn't be a way (even for an Astartes) to get out of the way of all of them, unless he has a high enough AG score to do so. So dodge will work on a DoS system as well.

Example: An enemy with BS 40 fires his weapon on Semi-Auto at you with no added bonuses. He scores a 5, giving him 4 DoS, or two extra hits in the case of Semi-Auto. That's three hits against you. The Space Marine has an AG of 45, but only rolls a 40 for his dodge roll. This means the Space Marine scores a success and an automatic 1 DoS. This means he can dodge 2 of the hits, but not the final one because his dodge roll DoS did not negate all of the hits (it only negated two of the three).

We will be switching to a DoS system for Dodging as well.

mruozu's picture

Straight from the mouth of drumandfight on his Deathwatch game:

HEALING: The overly-complicated world thereof.

As a house rule, I am proposing having normal healing checks take at least 5-10 min of narrative time. For one, this will represent the difficulty an Apothecary has tearing through ceramite armor and comprehensively checking wounds. Also, it adds a little spice into time-sensitive missions. Do we stop and heal up or do we charge into the base? Let me know what you think about that. Here is a comprehensive understanding of healing as it relates to the various damaged states:

Example Marine: TB:10 wounds:22

1: Normal "natural" healing
Lightly wounded (defined on page 262) character heals 1 damage a day. (with bed rest heals TB)

Heavily wounded (p. 262) character heals 1 damage a week. (with complete rest heals TB)
Critical wounded (p. 262) character cannot heal naturally, with medical treatment will remove 1 point of crit damage a week.

Once a character's wounds reach the next threshold (through healing) he immediately becomes that level. Example marine has 1 point of crit damage, is treated for 1 week at medical facility and removes 1 point of crit damage. He is now Heavily damaged. He focuses completely on rest (for a space marine this means light training vs. normal training I'd imagine) and heals 10 wounds at the end of the week. Now he is lightly wounded. Focusing on rest the character takes 2 more days to heal the remaining 12 wounds. Total healing time from -1 crit damage: 2 weeks and 2 days.

2: First aid is a 1 time attempt to mitigate damage sustained, to that point, in combat.

a: When a character has suffered damage, any character with the medicae skill can attempt to use first aid. If the test is succesful the wounded party heals a number of wounds equal to the healer's Int Bonus modified by the healer's abilities. UNLESS the character is Heavily or Critically damaged, then the wounded party heals only 1 wound modified by the healer's abilities. If failed, the wounded marine heals ZERO damage.

b: Any wounds not healed by a First Aid attempt (succseful or not) count as Treated and may NOT be healed again with First Aid UNTIL the character heals those wounds naturally (See #1).

Example: Our marine takes 12 points of damage from a chaos dude, then he is healed for 10 damage. The last 2 wounds remain and cannot be healed by First Aid until the character heals them naturally (one day of natural w/rest or 2 days w/o rest for this character). Though the other 20 wounds may be healed via First Aid again, if the character takes more damage.

c: Certain equipment and talents can modify the wounded threshold for the healer. For instance a character using a Netharcium counts a wounded space marine as Lightly Wounded as long as the character has taken equal to or less than 3 times his TB in damage. But it does not change the threshold for heavy or crit; if the marine is 1 point above 3xTB and now in normal crit threshold, the character is Critically Wounded. These abilities generally do not stack (so no 2xTB + 3xTB = 5xTB) .

Example: Our marine has taken 20 wounds. The character counts as Heavily damaged for natural healing, but an apothecary with a Netharcium can treat the character with First Aid as if he was Lightly Wounded as 3x our marine's TB equals 30, which is more than he has suffered. If the apothecary didn't have a netharcium the wounded marine would only have healed 1 wound, as he was normally Heavily Wounded.

3: Certain talents, such as Hardy or Autosanguine, change the behavior of natural healing.

a: Both Hardy and Autosanguine improve natural healing, but they do not affect First Aid attempts (your toughness does not improve a surgeon's ability to use a suture needle).

b: Autosanguine allows a character to always naturally heal (at a faster rate even), even overiding the normal no healing in crit rule.

c: Hardy allows nearly the same, but when critically damaged the character will not heal naturally (a character can not naturally heal when in crit) unless recieving medical treatment (then the character heals as if he was Lightly Damaged). This is because the character is not "counted as Lightly wounded" but when he heals, he does so as if Lightly Wounded, meaning if he cannot heal he gains no benefit.

We will also be following these rules for Healing

mruozu's picture

And another set of rules straight from the mouth of drumandfight:

Enemies and NPC Criticals: AKA Awesome Criticals

DDMW proposed a really nice solution to the NPC using righteous fury (or their version of it). It is no longer the same as when an Astartes scores RF. Enemies criticals will not explode on top of one another (1d10+1d10+1d10, as RF can do). I will post the important parts of our PM discussion here. No, we did not verbally attack nor berate each other. We save that for bedtime.

How an NPC triggers a Critical Attack:

In general, in other systems, criticals tend to tie with 'capability'. Someone who is a master swordsman should be more likely to score a critical hit than a novice. It might happen - but it should be more rare. Note that with a damage roll, the maximum value is just as likely to be rolled no matter who does the rolling. Righteous Fury doesn't distinguish between novices and masters at all - it treats them entirely the same. That's alright when you're a team of badass space marines, but it may not always be appropriate.

So how can you create 'criticals' without tying them directly to the damage rolls? Rather than turning a good damage roll into a great damage roll, you want a critical to turn a 'shitty' damage roll into a 'good' damage roll to reward the character for an exceptional success. So instead of tying it to the damage roll, you can tie it to the attack roll. To a degree, exceptional success is already rewarded by degrees of success - you don't want to say '1' = critical because a 1 already has other benefits - like being harder to parry or dodge. So what else is there?

The most elegant solution is actually 'doubles'. Here's how it works... Let's say you have a 75 in your relevant attribute (master swordsman). Your chance of a success if 75%; your chance of a 'critical' success is (11, 22, 33, 44, 55, 66) 6%. Now look at your novice swordsman (30% in your relevant attribute). You only have a 30% chance of a hit, and only a 2% chance of a critical (11, 22). Right off the bat it helps make 'elites' more deadly because they're more likely to have a high attribute, and thus more likely to result in a double that's a success. If you have less than a 10% chance of success; no criticals for you.

The Resulting Damage:
Adding an Extra Die of Damage: If the original attack was 1d10+7, it becomes 2d10+7. Thus, without a critical, your minimum of 8 maximum of 17 increases to minimum of 9, maximum of 27. Average increases from 12 to 18. Besides a bigger increase in to total damage, this also allows the possibility of extremely high damage.
Advantage: Unlike Righteous Fury, this would not continue to explode, creating a true 'maximum value'. While this can make damage 'as good as Righteous Fury', those times will be rare. With Righteous Fury, once your 1st roll is a 10, you have a 10% chance of another 10; ie, 10% chance of doing 20 damage. With this, you only have a 1% chance of rolling 20 damage; you're much more likely to be 'in the middle'.
Disadvantage: It's possible to have a critical hit that does no damage (ie, a 2 isn't a good damage roll on a d10; a 2 (1+1) is a TERRIBLE roll on a critical. On the other hand, the odds of getting a 2 for damage are only 1%, so it isn't likely to happen. Keep in mind, this is also an enemy-specific rule, so if they do do shitty damage, who cares? The Emperor was in your favor more than their blasphemous God(s).

Enemies and NPCs will be limited to one critical hit per round. Your base Genestealer is capable of delivering 5 melee attacks in a single round - if it were able to score a critical hit on all 5 of those attacks, a single Genestealer would have the potential of severely fucking up your day. That would be potentially game breaking.

We will also be following these rules for critical damage for enemies and NPCs.