Living Errata 1.1, Homebrew Rules 1.1 & Carry Capacity.

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drumandfight
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Living Errata 1.1, Homebrew Rules 1.1 & Carry Capacity.

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.

Spoiler: Highlight to view
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/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.172)

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.

Edited by: drumandfight on 02/25/2014 - 20:29
deadDMwalking
deadDMwalking's picture

This is kind of a suggestion, and kind of a tirade.

One of the big breakthroughs of D&D 3.x was the 'always roll high'. In original D&D, there were some rolls you wanted to roll low since you often had to 'roll under you attribute' but other rolls that you wanted to roll high (like attack rolls).

Roll under seems like it should be easy, since you're just comparing two values (which one is higher) and that might be true until you have to consider degrees of success. If you needed a 66 and you rolled a 38, how many degrees of success did you get (without using your fingers)?

The thing is, roll under is completely unnecessary. Let me show you a better way.

Example 1 - Your skill is 40

You know to succeed you need to roll between 1 and 40 on your d100. Obviously, that is 40 numbers. Now, imagine that instead of saying 'roll under 40' you rolled the d100 and added your skill (1d100+40) with a fixed Target Number of 100. If you're good at math, you already know that you need to roll between a 60-100 in order to get 100 or better. That, my friends, is a range of 40 numbers (just like roll under). The real advantage is that degrees of success becomes SUPER EASY. If you rolled a 95 (+40) you have a 135. Since addition is easier than subtraction, nobody has a problem with that. And subtracting 100 is WAY easier than subtracting 38 from 66. Clearly, if you have a 138 you can drop the 100s digit (leaving 38) and that's how much you beat the target by - giving you 3 degrees of success.

Example 2 - You have a 70 in the relevant skill, but you have a -30 for circumstances.

You might thing you roll 1d100 +70 against a target of 130, but that gets right back to the original problem. In this case, you add them to your existing modifiers so we're right back at 1d100 + 40 [70 - 30 = 40]. Since we already did the math, we know that d100+40 against a TN of 100 is EXACTLY the same as 1d100 (roll 40 or below).

I can understand why you might be reluctant to make the change in the game considering you're pretty new to the system, but I promise you, the math is absolutely solid. If you did decide to make the change, I think you'd find people grasping things much more easily.

My big concern is that we've been rolling so AWESOME when we're supposed to roll low that things could get pretty scary if we switch. But I know that people will have an easier time with the system (it's scientifically proven).

Just a couple examples with failures because they are just a little trickier than successes (but still easier than the current system).

Failure Example 1:
You have +40 in your skill. Against a TN of 100, you need to roll a 60 or better for a success. You roll a 32.

Result - 72. You can start from 80 (since your degree of failure was not as low as 70) and you know you have 2 degrees of failure. If you had rolled a 22 your result would be a 62 and once again you'd start from the next highest tens to determine your number of degrees of failure... In that case 70 to 100 is 30 - so 3 degrees of failure.

I know making a change to a core mechanic can be a little nerve wracking - you'd think there MUST be a reason why they do that - but there isn't a good one. Most game designers aren't strong with math and the roll under mechanic has been around so long that it's just accepted without consideration of alternate methods that produce THE EXACT SAME RESULTS but with less figuring.

Please feel free to move this (or create a new thread) if you like. I could also cross-post on the FF forums under house rules, if you like.

drumandfight
drumandfight's picture

Quote:
If you're good at math...

Annnnnnnnd you lost me.

Fixxxer
Fixxxer's picture

He said math, not sex.

deadDMwalking
deadDMwalking's picture

drumandfight wrote:

Quote:

If you're good at math...

Annnnnnnnd you lost me.

If you're not good at math, I did all the math for you. The truth is that this stuff comes from people not being good at math. On the one hand, rolling under seems intuitive - and as long as you're just comparing the numbers (greater than vs. less than) it's great. It's just that once you get beyond that it breaks down, and it takes thinking for a moment to create a better system that retains all the benefits of roll under but works well with degrees of success.

But I didn't want to suggest it as a TOTAL newb. Now that I've played for almost two whole encounters, I feel confident that I'm right.

drumandfight
drumandfight's picture

deadDMwalking wrote:

drumandfight wrote:
Quote:

If you're good at math...

Annnnnnnnd you lost me.

If you're not good at math, I did all the math for you. The truth is that this stuff comes from people not being good at math. On the one hand, rolling under seems intuitive - and as long as you're just comparing the numbers (greater than vs. less than) it's great. It's just that once you get beyond that it breaks down, and it takes thinking for a moment to create a better system that retains all the benefits of roll under but works well with degrees of success.

But I didn't want to suggest it as a TOTAL newb. Now that I've played for almost two whole encounters, I feel confident that I'm right.

But that is just the thing, I have yet to have any problems calculating how many degrees of success are earned. You just start from the first 10 as one and bam, done deal.

deadDMwalking
deadDMwalking's picture

So I've read the rules on parry/dodge and confirmed my understanding on the FF forums. I've also read your thoughts on possible houserules, and this is my recommendation for a houserule that seems to achieve what you want.

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.

Example:
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 ar 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.

Thoughts?

drumandfight
drumandfight's picture

I wouldn't mind trying this out. It would make people whose focus is ranged weaponry a little less enthusiastic about getting into melee, and will make melee specialists a little more focused and useful against melee enemies.

mruozu
mruozu's picture

Sounds like a good idea.