Player characters in Deathwatch normally have 4 sources from which they can purchase advances.
1: Their speciality's advance tables*
2: The Deathwatch advance tables*
3: The General Space Marine advance tables*
4: Their Chapter's advance table
*Advances from these tables may only be purchased if the character meets the minimum Rank requirements.
Normally you MAY NOT purchase skills which do not appear on your character's advance table. Elite advances may be taken, and costed as the GM wishes at any time. ALTHOUGH abuse, freely granting Elite Advances willy nilly, or super cheap advances can very quickly break the game and cause strife in your gaming group (the assault marine wouldn't be happy if you let the tactical marine purchase perternatural speed at rank 1 for 100 xp when he's got to wait till rank 8 and spend thousands of XP on it). Every character is not meant to have access to all the advances.
Under certain advanced-rules circumstances characters may gain the option to purchase advances from a new table (usually due to advance specialities) or loose access to certain normal tables (becoming a dreadnought for instance).
As for skills:
First: The typical bonuses are listed in the Playing the Game section. The descriptions of the tests are a good starting point. If you think something would be hard to do then it should probably require a Hard(-20) test, if easy it should be an Easy(+30) test. Keep in mind these tests ARE NOT based upon how difficult they are for space marines. Space Marines have bonuses which make many tests easier from their own biology, they don't need you to make "Easy for space marines" tests which then become "even easier, since I am a space marine."
Second: Tests which are already spelled out in the game, combat for instance, should not become subjective unless there is an event which is NOT covered in the rules. READ THE RULES, KNOW THE RULES, READ THE RULES AGAIN, IF YOU ARE THE GM: READ THE RULES AGAIN. You need to know the rules hardcore as the GM, they explain most of this, just read them.
Third: Doors should have tests associated to how hard they are to force open normally (when locked or barred). If someone is holding it shut it becomes and opposed between this guy and the one forcing it open, but the doors basic difficulty should be a positive modifier in favor of the defender (only if its still locked or barred).
Fourth: You have space marine skill bonuses wrong (See paragraph tilted Second: above) so I will go over them.
1: Unnatural characteristics or skills make all NORMAL (not opposed) tests 1 degree (+10) easier PER Unnatural multiplier minus one up to a max of +30. A character with Unnatural Strength 2 will change all Challenging(+0) strength tests to Ordinary(+10) Strength tests, an USx3 character would make the same test Routine(+20).
2: When using Unnatural Strength in opposed tests the above DOES NOT apply. Instead, if your character succeeds in his test he gains additional Degrees of Success equal to his Unnatural Strength Score. A character with USx2 gains +2 Degrees of Success IF HE PASSES his opposed strength test. The character can still loose the opposed test even with this bonus.
Since your example was an opposed test your character (Strength 40 in power armor +20 and USx2) would need to roll less than a 60 to pass the test. If he passes he gains +2 Degrees of Success.
So lets assume he rolls a 28: He passes, his roll gives him 3 Degrees of Success, USx2 adds 2 more Degrees of Success. Your character's final Degrees of Success is 5.
Since the winner of opposed tests are based upon who has the greater number of Degrees of Success (failures fail, of course) getting +2 additional Degrees of Success gives you a good boost.
Edited by herichimo, 01 October 2013 - 02:37 PM.