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: http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=108&esem=4
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
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.
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/Bolt Pistol RoF: Standard Bolters will now have a rate of fire of S/4/-; Standard Bolt Pistols now have a rate of fire of S/3/-
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 FOUR (4) Pistol type Magazines, or 2 (2) 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. Note, web gear, including magazine pouches can be fitted to the chest that take up both carry points but can hold more items. Ex: Magazine vest takes up both carry points on the chest but can hold six (6) Basic-weapon type magazines.
Belt: SIX (6) Carry Points.
Thighs: TWO (2) Carry Points on each thigh plate, most commonly reserved for a pistol in a drop holster and extra pistol magazines, or combat knife.
Greaves: ONE (1) Carry Point on each shin plate. Often reserved for a combat blade or ammo combination.