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Calling squad mode abilities


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#21 musungu

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Posted 22 January 2014 - 03:32 AM

Thank you, Kshatriya. The general instructions that Chapter Squad Modes are only available to members of the relevant Chapter are quite clear indeed. My question pertains to the position of the leader in particular, specifically the sentence quoted in the first post:

 

 "in addition to the listed Codex Squad Mode abilities the Kill-team will also have access to their leader's Chapter Squad Mode abilities" - Core Rulebook, p. 228

 

So if I understand it correctly, the above instruction is to be disregarded? What do you think, would it be a gamebreaker, if I houseruled to allow it for the leader (perhaps with some additional challenges for non-Chapter members when trying to join)? So far both tactical marines chose Bolter Mastery instead of Tactical Expertise, as expected from inexperienced players, and I couldn't yet find the description of Forging the Bond, but it wasn't a cheap improvement, if I can recall it correctly.

 

The group is progressing well, and it's visible how deeper understanding of the rules improves gameplay session by session, but I want to facilitate roleplaying a bit more, and since the players are not intimately familiar with the universe, I figured such a move would make the position of the leader more important, and would indirectly insert more fluff into the game.

 

Sorry for picking at the topic, but as a fresh GM with an inexperienced group, I really could use the insights of the community.



#22 musungu

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Posted 22 January 2014 - 04:04 AM


Besides, musungu's reasoning sounds good for me, as this would represent the leading style of the marine in charge.

 

 

My line of thought, exactly. I want the players to actually think about who might be the best leader, and not just dump it on the Ultramarine every single time. I mean, sure, to cooperate with the IG to fend off a 'Nid attack, let it be the guy in blue, but to eliminate, say,  a renegade psyker, the Black Templar might be better-suited. And as I mentioned in my previous post, I want to put as much fluff as possible in a combat-heavy game. By the time the bliss of epic rip and tear wears off somewhat, I want my players to be heavily invested in the 40K universe :)



#23 herichimo

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Posted 22 January 2014 - 04:36 AM

 

 "in addition to the listed Codex Squad Mode abilities the Kill-team will also have access to their leader's Chapter Squad Mode abilities" - Core Rulebook, p. 228

 

 

Subject to the normal restrictions related to calling Chapter specific Squad Mode abilities. The squad also has access to every other marine's Chapter Squad Mode abilities as well, since chapter abilities are always known and always available. Still, only those trained in their use can benefit from them, even if the Kill-team leader activates them.



#24 holymauler

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Posted 22 January 2014 - 02:58 PM

If I may throw a GIANT wrench in the works, I play an Untramarine Tactical Marine that is focused on squad mode abilities.  Let me lay out some special things I have collected to let me ignore most all of the rules when it comes to squad modes.  Sometimes I find that learning a concept is easiest when I know what the exceptions are...

 

Tactical Expertise from being a Tactical Marine: Make a Command test to let one of the squad modes you have access to affect your whole team that is in range (also based on rank)

 

Defence Genius from Rites of Battle Deeds: GIves me access to Defensive Squad Mode abilities from any chapter that is in my kill team.  My team is the following currently: Myself Ultramarine Tactical, Dark Angels Apothicary, Space Wolf Tactical Marine, Storm Warden Techmarine, Blood Angel Assault Marine.  This means I can use the Defensive Squad Modes from Ultramarines, Dark Angels, Space Wolves, Storm Wardens and Blood Angels.

 

Strike Team Specialist from Rites of Battle Deeds: GIves me access to Offensive Squad Mode abilities from any chapter that is in my kill team. My team is the following currently: Myself Ultramarine Tactical, Dark Angels Apothicary, Space Wolf Tactical Marine, Storm Warden Techmarine, Blood Angel Assault Marine. This means I can use the Offensive Squad Modes from Ultramarines, Dark Angels, Space Wolves, Storm Wardens and Blood Angels.

 

In closing, these three abilities put together mean that I can use "Lightning Strike" from the Storm Wardens (access through Strike Team Specialist and the Storm Warden team member) and have it affect everyone (Tactical Expertise) with a Command check.  I have Fellowship of 65 (rolled a 50, +5 from Ultramarine +10 from advances) and the Command +20 talent (Ultramarines) and a few other deeds/items that put my command check at a clean 100 so I can't fail (except snake eyes).  I may not bring a lot of pain myself but i can generate 16 cohesion a session which is lots of "Lightning Strike" and other fun abilities for the whole group to take advantage of.

 

We came upon another problem with my massive amounts of Cohesion, any single player may only benifit from one Sustained Squad Mode at once.  This means that we had "flashcards" to tell which they were under at any given moment.  When using a Sustained Squad Mode you can still be affected by Non-Sustained Squad Mode abilities like Lightning Strike so no worries there.  Just a helpful hint if you go down the Cohesion rabbit hole a wasy further, use Sustained Squad Mode abilities at the very begining of your session because they last all session.  Even if no one is "using" it at the moment you can still change back to it with no additional cohesion cost.

 

In the end, Cohesion/Squad Mode is a fantastic force multiplier but requires a little bit of accounting on the team leader's side to make sure you do it right.  The only downside is all of the fantastic and fluffy Solo Mode abilities that are never used by my group because they want my +6 to actions and 1 reroll (that is one reroll for the whole group BTW not per person).



#25 bogi_khaosa

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Posted 22 January 2014 - 08:51 PM

You can only have one Deed, so this does not work unless you are a cheating cheating cheater that will never get invited to birthday parties.


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#26 musungu

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Posted 23 January 2014 - 05:49 AM

You can only have one Deed, so this does not work unless you are a cheating cheating cheater that will never get invited to birthday parties.

 

Gods of Chaos, right? I see you're sowing discord like you should :)

 

Anyway, deeds (or deed, note the singular), good idea. Apparently I have to let go of my original idea, and it seems like it bridges the gap somewhat. On a related note, my google-fu has failed me, so could anyone tell me where do I find Forging the Bond?



#27 bogi_khaosa

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Posted 23 January 2014 - 06:55 AM

It's near the end of Rites of Batte.



#28 holymauler

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Posted 23 January 2014 - 07:17 AM

But I like Birthday Parties...

 

We all must have missed the part where you can only have one deed, page number??  In that case there are only a few that are even worth talking about and the other half just plain suck.  That is unfortunent because my character has a grand total of about 4 deeds all focused on his commander skills, ohh and I took Master of Arms (Accurate and Felling) which I will agree is a LITTLE too good to be true.  Evidently my GM has decided to balance all of our "being awesome" with sending bigger baddies against us because last night he scared us off with a bio-titan!  I do remember a distinct line of "make sure you ask your GM for approval before using Deeds" and I got approval for my whole character plan up to when he will become a Chaplain in rank 4.  I appologize for any confusion this may have cause but put a big YMMV behind my statement :)



#29 bogi_khaosa

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Posted 23 January 2014 - 07:43 AM

 

 

We all must have missed the part where you can only have one deed, page number?? 

 

p. 74.



#30 holymauler

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Posted 23 January 2014 - 11:37 AM

Thanks Bogi, I will have to let the GM know and redo my marine...  Wouldn't want to miss out on the cake!



#31 bogi_khaosa

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Posted 23 January 2014 - 11:42 AM

It's an easy to miss rule.



#32 Kshatriya

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Posted 23 January 2014 - 10:19 PM

Ask if he'll allow multiple deeds.



#33 musungu

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Posted 24 January 2014 - 05:22 AM

It's near the end of Rites of Batte.

 

Found it, thanks. For reference: p. 226.



#34 ak-73

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Posted 09 February 2014 - 11:28 AM

That statement from the rulebook caused lots of confusion and was redacted entirely.

 

Alex


My 40K Blog (essentially a Best Of FFG Forums):

http://www.40kroleplay.weebly.com

House Rules, Rule Clarifications, Game Aids, New Creatures, consolidated official Deathwatch Squad Mode rules, 40K Tabletop to 40K Roleplay comversions, etc.


#35 Kshatriya

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Posted 09 February 2014 - 07:40 PM

That statement from the rulebook caused lots of confusion and was redacted entirely.

 

Alex

Which?



#36 ak-73

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Posted 10 February 2014 - 07:01 AM

Oops, never mind me, sorry for the confusion!

 

Alex


My 40K Blog (essentially a Best Of FFG Forums):

http://www.40kroleplay.weebly.com

House Rules, Rule Clarifications, Game Aids, New Creatures, consolidated official Deathwatch Squad Mode rules, 40K Tabletop to 40K Roleplay comversions, etc.





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