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Soverayne

Deathwatch Converted to Only War

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Thought I'd post my PDF with extensive house rules.

 

This takes Deathwatch and attempts to convert it to Only War rules.

 

This means that all rules follow Only War before Deathwatch.

 

Besides that it also makes extensive house rulings to Squad/Solo Mode. Basically as a direct power increase to the team so that they can take on more things without dying.

 

These rules significantly increase a Kill Team's survival but that's a personal choice we've made as a group.

 

I do not pretend to be omniscient and know there will/are/have to be things I've missed or overlooked but we address them as they come up. If this is something you want to look over or comment on feel free. I thought I'd post them in the off chance that it could revive Deathwatch for even 1 person as I love the setting.

 

EDIT: updated my post with more house rules 8/30/2016

 

https://drive.google.com/file/d/0BygjsM32xMhIc3VKOEFMSFdWbDQ/view?usp=sharing Deathwatch Guide v15

 

https://drive.google.com/open?id=0BygjsM32xMhIWW1rM2g4SUZ0dm8 House Rule Talents

 

https://drive.google.com/open?id=0BygjsM32xMhIaU9iRTNLX0xfQ0E Advanced Specialties - Choose one at Rank 3. No cost. You gain the listed benefits at each Rank.

 

https://drive.google.com/open?id=0BygjsM32xMhIcG13OUpDb2NnMTQ New Weapons from Codex: Deathwatch

Edited by Soverayne

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I have Dark Heresy 2nd edition. Like it for some enemy ideas and such but my group handles intrigue like a carpenter would handle a surgical scalpel.

 

They come from D&D 3.5 Edition and just Murder Hobo Everything. Deathwatch is the only thing that really works for them. I can work in little intrigues and such but they need a hammer to fall back upon.

 

plan-b_o_679672.jpg

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Excellent work!

 

Is it possible to get an editable version (word doc or something)? I would love to reuse 80% of the material and blend it with the rules that we currently use :-)

 

....with appropriate credits and positive karma in your direction of cause!

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A few notes that I've picked up over reading this over...

 

  • Why do Techmarines not all get Mechadendrite Use (Utility of Weapon) at generation for the servo arm? It seems like a bit silly to be issued with something you can't even use at the start without spending XP. Same with Mechanicus Implants.
  • Bolt Weapon Expertise - While I get the intention of it, I'd say just for convenience that it'd be easier to specify that it ONLY works on Bolt Weapon group.
  • Since Favoured of the Inquisition is a talent spread across multiple tiers, I'd recommend giving numbers to it like Flesh is Weak does.
  • Page 13 has what looks like a little note there. What's it say?

It's an impressive attempt at fusing the two lines, and I'm looking forward to seeing how you tackle Advanced Specialties.

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Too much aptitudes. Specialisation should give 2 at maximum. Why everyone get fieldcraft? Demeanors shouldn;t give aptitudes. This way you get aptitude for every stat (or 8 out of 9), and few more.

 

Take example from the cost of advances from DW. For example Assault Marine:

Cheap: WS, S, Ag, Per

Medium:T, Fel

Expensive; BS, Int, WP

 

Aptitudes: WS, S, Ag, Fel, Fieldcraft, Offence, Defence

 

Apothecary:

Cheap: WS, Int, Per

Medium: BS, S, T, Ag, WP, Fel

 

Aptitudes: WS, Offence, Int, Knowledge, Per, Fieldcraft, Defense, Fel

 

Gets one more, because will have to spend lots of exp on skills, and talents. See OW specialisations, they are not equal in the number of aptitudes. Remember that SM should spend tons of xp for their advances, but also earn tons of exp.

 

Change the aptitudes to be specialisation specific. Not general for every SM, and then few for specialisation. I would rather give additional aptitude depending on the chapter, not personality.

Eg;

Dark Angels - BS

Blood Angels - WS

Imperial Fists - Defense

Raven Guard - Fineese

Salamanders - T

Space Wolves - Fieldcraft

White Scars - Ag

Ultras - Any characteristic aptitude, yaaaay glory!   or Leadership

Iron Hands - Tech

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I just updated my post with version 15 (from 9) of my guide, LOTS of changes too numerous to list. My players have been vigorously playtesting and I have been using feedback from here.

 

I also included my rules for Advanced Specialties, Some New House Talents, and some new house weapons we made after I bought my copy of Codex:deathwatch for the new Deathwatch book.

 

My Advanced Specialties work as follows: At Rank 3 (my team had to earn them) but at Rank 3, they could choose one advanced specialty for free and they gain different bonuses at each rank as they "level up."

 

So far, everyone is super pumped about it.

 

 

 

  • EloHim Said
  • Why do Techmarines not all get Mechadendrite Use (Utility of Weapon) at generation for the servo arm? It seems like a bit silly to be issued with something you can't even use at the start without spending XP. Same with Mechanicus Implants.
  • Bolt Weapon Expertise - While I get the intention of it, I'd say just for convenience that it'd be easier to specify that it ONLY works on Bolt Weapon group.
  • Since Favoured of the Inquisition is a talent spread across multiple tiers, I'd recommend giving numbers to it like Flesh is Weak does.
  • Page 13 has what looks like a little note there. What's it say?

 

1. As my tech-marine player pointed out. That's what the "Blessed by the Omnissiah" specialization choice gives you.

 

2. I wanted something that worked also with shotguns and other solid projectile weapons.

 

3. I took this advice and just made the pre-requisite Peer (Inquisition).

 

4. I removed the little note. It was typo.

 

 

 

Amaimom Said:
Too much aptitudes. Specialisation should give 2 at maximum. Why everyone get fieldcraft? Demeanors shouldn;t give aptitudes. This way you get aptitude for every stat (or 8 out of 9), and few more.

This is on purpose and unlikely to change. We play Space Marines the fluff way--and shun tabletop. A Space Marine in our DW: RPG is a warrior many times over worth. A Deathwatch Marine is unto like a platoon in itself of Imperial Guardsman.

All space marines are great at Shooting, all are great at melee, and all are trained in every aspect of Death and War.

 

We have found that even with all the aptitudes they get it still makes Space Marines good at pretty much everything but there are talents and things that not everyone can get. Experience is the greatest limiter though because while they can take almost anything...they can't afford it all. 

 

Unlikely to change but thanks for feedback.

 

______________________________________________________

 

 

So far, in playtesting the most fun is the new way to handle Squad Mode. Where you don't have to go into it, you don't lose your solo-mode abilities while using it and its completely reactionary.

 

Basically, its allowing my players to live when they would otherwise die and to accomplish amazing feats. Also allows me, the GM, to step up encounters without feeling like I will TPK every other fight.

Not quite as GRIM DARK but already had a player death. He tried to burn a fate point to live but he died surrounded by genestealers and the tactical sniper used a rocket launcher judiciously on his corpse to kill the cult.

 

_______________________________________________________

Edited by Soverayne

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Hi all,

Our group just picked these rule update up 3 months ago to revisit DH and they are amazing - Especially when we use them with our updated aptitude web page that combines all talents from DW, OW & DH2ed which you can find here

 

Just sharing here, as I can't really find a good forum where DW is still alive ;)

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