Thoughts on some house rule ideas for Deathwatch

Deathwatch

I've been DMing a campaign for a long while, and possibly will be playing in the next as a PC (rank 3 assault marine).

I've noticed a couple of issues:

  1. as an assault Marine you are usually first in the turn order, especially if you take Lightning Reflexes at Rank 2. This means on your turn every enemy has all their reactions refreshed and available. In this sense high Initiative is actually something of a hindrance.

  2. in part due to the above it seems like the Charge attack is severely limited. It should be a big iconic move, especially given all the additional bonuses that can be purchased for it. But so far it seems like anyone worth charging can parry it more often than not. It's pretty anticlimactic I find.

  3. due to the way the action and movement rules work I often find both PCs and NPCs just standing still and shooting what they can see on full auto.

Here are some potential fixes for these I came up with:

  • make Delay a free action i.e. PCs can hold their whole action for later in the turn order, instead of only a half action. This would make Delay a viable choice and open up tactical possibilities for all PCs, not just the high Ag Assault Marine. It would also make that high initiative a pure advantage.

  • expand the "spend a Fate point to make All-Out Attack unparryable" rule to include the charge attack. This would help make those upgrades seem worth it, but still at a cost.

  • separate the move and attack choices in the action economy (like in DnD). If there should still be some link then make movement add a penalty to BS

Happy for any feedback/thoughts/suggestions for these. Has anyone tried something similar? Any problems I haven't thought of?

Posted Jun 2, 2022, 7:44 AM UTC

511
C_GrimOrdo Hereticus•

This means on your turn every enemy has all their reactions refreshed and available. In this sense high Initiative is actually something of a hindrance.

Correct that this is a thing but that isn't a problem. Reactions refresh at the start of a round and so while opponents may have all of their available reactions it would be unwise to simply blow them all immediately in response to the first player because it leaves them nothing to deal with anything else. It's never a bad idea to be measured and careful with how reactions are used. But even if they do burn all their reactions, that means the assault marine has done good work and deprived the enemy of their defensive measures so anyone else can attack freely knowing that the enemy has nothing left.

High initiative is never a bad thing because it makes it more likely you are able to control the field and where people are. You have the prime position at the head of the round, often with most of your stuff refreshed as well, and can really make some impact.

​

in part due to the above it seems like the Charge attack is severely limited.

Charge meanwhile, biggest value is the extra movement over a full round action. You get to cover a good amount of distance as a full round action and still manage to get a single attack in on the target which then means you both can count as engaged in melee right away as opposed to doing it slowly. I also don't have to revert to a Run to cover the distance which would leave me vulnerable to melee attacks. It is only a single attack and yes you can miss or react to it but it's part of tying the enemy up in combat so they can't do some other things to everyone else because they now have a charged marine in their face.

​

due to the way the action and movement rules work I often find both PCs and NPCs just standing still and shooting what they can see on full auto.

Full auto in DW was borked, it made it easier to hit spraying more bullets so it was often just better to sit there and go dakka. Later books made it so that full auto had you firing at a penalty, although even then shooting still works. You do tend to get pitched battles with two sides both in cover plinking shots at each other or maybe a half action move and a short burst of fire.

​

make Delay a free action i.e. PCs can hold their whole action for later in the turn order, instead of only a half action. This would make Delay a viable choice and open up tactical possibilities for all PCs, not just the high Ag Assault Marine. It would also make that high initiative a pure advantage.

Problem with delay is it's including mechanics to allow a side to reshuffle their place in the initiative order for free. That to me slows down play. I know where I am in the order, I know where everyone else is in the order and I know where my enemies are within the order. I can factor that into what I do on my turn because I know when everyone is likely to do what or roughly when that enemy is about to shoot at me. Delay buggers that up by meaning that character has a full round of action at an unspecified point.

It also makes the concept of initiative less valuable if characters are effectively able to reshuffle themselves freely throughout the order each round. As stated above, high initiative is almost always a pure advantage as it is.

Delay mechanics within DW are already stupidly flexible. You get a half action at your disposal to be used at any time you like before the start of your next turn. I don't need to state when I want to go, what my triggers are or anything. I can use that to interrupt an enemy turn at any time and they can't do anything about it. It took until DH2 before they changed that delay is now part of the original characters "turn", just later and can be reacted to as a result, plus clarified the limits of interrupting an enemy turn with it.

​

expand the "spend a Fate point to make All-Out Attack unparryable" rule to include the charge attack. This would help make those upgrades seem worth it, but still at a cost.

Fate points are way too valuable for things like rerolls, breaking stun lock, instantly recovering wounds etc that the option to use it on a single charge might be a bit much. You're spending a fate point to make one hit impossible to dodge. Just one. Using it for All Out attack, where I'm adding +20 to my melee and can then combine it with Lightning Attack doing multiple unblockable strikes is far better. Using it for a single attack is almost criminally inefficient unless somehow that enemy is on low enough health to die to a stiff breeze.

2
almightybob1OP•

It's never a bad idea to be measured and careful with how reactions are used.

Maybe we're just running NPCs wrong, but to me it seems odd to willingly accept an otherwise guaranteed hit now to save their reaction for another possible attack later. Unless the second attack is going to be from a lascannon, would anyone ever just accept blows from a chainsword? They'd be dead in two rounds.

that means the assault marine has done good work and deprived the enemy of their defensive measures so anyone else can attack freely

They will all attack freely on full auto either way, killing whoever they want from across the battlefield with multiple shots which are unlikely to all be dodged. And it's not very satisfying to be a chainsword-wielding angel of death who does no damage. I want my job to be slaughtering the enemy in close combat, not setting up the ranged guys to kill even more of them :D

Charge meanwhile, biggest value is the extra movement over a full round action.

This would be fine were it not all the upgrades, chapter trappings etc pushing for more damage on charge. All that XP spend and opportunity cost seems more or less wasted. The upgrades and options all seem to push towards the idea that the charge attack is a big dangerous cinematic smashing blow, not just some extra movement.

Full auto in DW was borked, it made it easier to hit spraying more bullets so it was often just better to sit there and go dakka

Yes not sure if this was corrected in the DW errata but I think we need to move to that system. Might be tricky persuading the Devastator that I'm not just picking on him though :D

That to me slows down play.

Fair - they are slow enough as is.

I can use that to interrupt an enemy turn at any time and they can't do anything about it

Not sure what you mean, can you give an example? How would you use it?

Overall you're probably right on Delay, maybe it's best left as is. We have literally never used it once so I thought maybe full delay would make it useful, but perhaps we're missing how it already is useful.

I agree that there are other very useful ways to use Fate points, and our kill team almost exclusively use them for healing since there are so many buffs to BS they almost never need to reroll. We haven't had much dealing with stunning, IIRC Space Marines can only be stunned for 1 round max anyway.

IMO giving the option is not a bad thing, it provides choice and makes the actual charge attack more significant (at a cost - up to the player to decide if it's worth it).

Using it for All Out attack, where I'm adding +20 to my melee and can then combine it with Lightning Attack doing multiple unblockable strikes is far better.

Unless I'm missing something, RAW you can't combine them. All Out Attack is one Full Action combat choice, Multiple Attacks is another completely separate one (only available with Swift/Lightning Attack).

1
C_GrimOrdo Hereticus•

​

Maybe we're just running NPCs wrong, but to me it seems odd to willingly accept an otherwise guaranteed hit now to save their reaction for another possible attack later. Unless the second attack is going to be from a lascannon, would anyone ever just accept blows from a chainsword? They'd be dead in two rounds.

To me this comes down to combat intelligence or how "smart" I try and have NPCs play or just how arrogant they are. Generic Enemy #2401 will probably just attempt to react to the first hits they can because they are probably living for the immediate moment and if they even survive a round it'll be impressive. So to them I don't bother having them think about what may hit them.

Although if I'm playing "smarter" enemies such as that Exalted Chaos Champion, I may try to have them not bother to react to simple chainsword attacks or low grade shots because its sod all damage to them (perhaps arrogance or whatever) or because it's them recognising that they really don't want to get smited again for 40+ damage in one shot from the Librarian over there, or be pestered by a shedload of vengeance bolter fire from the devastators so may hold a reaction back specifically to deal with that but this is just about how I personally try and play them.

Realistically a character only gets a potential three reactions (one standard, bonus dodge with Step Aside, bonus parry with Wall of Steel) so I may try and think what's the greatest threat to try and avoid with those limited reactions?

As the combat shifts you may adjust that priority later, particularly if its getting desperate and you want to survive long enough to get a final blow off. This isn't making either of our ways wrong either, it's just different methods.

​

This would be fine were it not all the upgrades, chapter trappings etc pushing for more damage on charge. All that XP spend and opportunity cost seems more or less wasted. The upgrades and options all seem to push towards the idea that the charge attack is a big dangerous cinematic smashing blow, not just some extra movement.

There are indeed a number of talents to add to this and it comes back to the above, how willing is your enemy going to be to resist your single charge attack when there are potentially just as great threats all over?

​

Not sure what you mean, can you give an example? How would you use it?

Overall you're probably right on Delay, maybe it's best left as is. We have literally never used it once so I thought maybe full delay would make it useful, but perhaps we're missing how it already is useful.

Delay has no requirement to state what you are doing and when it happens, you just save a Half Action to use it later whenever you want.

As a quick example a long while ago I was playing a Librarian who had an affinity for pushing powers. I knew there was a target somewhere out there, stealth'd and shooting at us but I couldn't target them because I don't know their location so I opted to delay and wait till eventually the enemy broke cover after an ally flushed them out. They attempted to move into new cover and then attempt to conceal again however with no restriction on when to activate, I can trigger my delayed half action to use a Half Action Smite after their move but before they could hide.

You've also got the example out the book. You cannot shoot into melee without risking hitting an ally or taking heavy penalties. So I can hold back a single shot with a potent weapon and wait for our melee enemy to disengage from a big threat before firing.

Delay has utility depending on situation and encounter. It won't always be used but even a half action banked for as the battle scene develops, it has its moments.

​

Unless I'm missing something, RAW you can't combine them. All Out Attack is one Full Action combat choice, Multiple Attacks is another completely separate one (only available with Swift/Lightning Attack).

You can have that one, I was getting mixed up with something else. DH2 has a talent in it, Devastating Assault, which grants an extra hit with AOA instead of the one but that still doesn't make my original accurate. I need to execute a minion for failing to provide sufficient caffeine.

2
Skolloc753Adeptus Mechanicus•

separate the move and attack choices in the action economy (like in DnD). If there should still be some link then make movement add a penalty to BS

We actually had this (basically a free movement action without interaction with other elements). Worked great to make battle a bit more fluent and dynamic.

SYL

2
almightybob1OP•

Cool good to know someone has tried this! Did you have a Devastator in your killteam? I'm concerned that this change might make the already-OP heavy bolter outright broken

1
Skolloc753Adeptus Mechanicus•

Not a devastator, but enough "other" firepower.

It made OP stuff even more OP, but in the end, heavy bolter, storm bolter, assault drills and pushing smiters are not exactly kind to any balance thoughts. I would argue that the main character profiting from the free movement was indeed the assault marine as it was easier for him to attack now with swift/lightning attacks (and the heavy bolters already get free movement by the suspensor equipment)

SYL

2
BitRunrOrdo Malleus•

make Delay a free action

Delay and Overwatch are already great for beaning someone on their turn in the combat round - when they can't use a reaction to dodge. Does not need to be made better than it already is by default and with some squad / solo modes.

If there should still be some link then make movement add a penalty to BS

There is. Read the semi & full auto attack actions. If you make those combined attack + half moves relevant to the game (say, via incoming mortar fire that scatters less when they stay in one spot, timed fuse grenades, or otherwise getting creative), then you'll see a difference. Or more marines impersonating chunky kibble.

[Charge attack] should be a big iconic move

It is. As of Rank 8, Assault Marines gain access to Preternatural Speed. Swift & Lightning Attack become half actions, or can be used as part of a Charge attack. If you believe that is too late, then the Elite Advance rules exist to negotiate between player and GM. Most enemies won't be able to dodge 2-3 attacks. If they can, then get creative with herding enemies into Difficult Terrain or narrow enclosures, so they cannot. No need to bring Killing Strike to Charging.

2
almightybob1OP•

Agreed Overwatch is useful, and is one of the few combat actions my kill team does use fairly regularly.

I think we've misinterpreted Delay - I understood it to mean you basically get another half turn, but it would be your turn, rather than a half action during someone else's turn like Overwatch. That does make it more useful, good to know thanks!

Read the semi & full auto attack actions

They're both Full actions, which means no movement is possible when taking them. So I'm not sure what you mean here.

Agreed that I could force them to move some other way.

As of Rank 8

Well yeah but that is the problem, it's not good without an endgame upgrade.

We could Elite Advance it, but getting Rank 8 upgrades at Rank 3 is just house rules really. Which I'm fine with, that's the point of the thread, but I wouldn't consider that a reasonable interpretation of RAW. We're either chucking rank-based advance tables out the window, or saying I can get Preternatural Speed 5 ranks early because (insert fluff reason) when in fact it's because RAW charge is pretty shit without it.

They're generally not dodging the charge attack, they're parrying, which I don't think is affected by terrain etc. Would be a viable solution for dodgey enemies though yeah, we probably don't use difficult terrain enough.

0
BitRunrOrdo Malleus•

They're both Full actions, which means no movement is possible when taking them. So I'm not sure what you mean here.

Literally; read through the full text of both actions. Beginning to end. They include options for movement that also involves modifying the provided attack bonus.

saying I can get Preternatural Speed 5 ranks early because (insert fluff reason)

Usually it's because you justify the possibility, play out the situation that enables it, and haggle/accept xp cost given by the GM. Which is probably higher than what you'd pay after waiting.

They're generally not dodging the charge attack, they're parrying, which I don't think is affected by terrain etc.

It is.

2
ChaoticArsonistCogboy•

My usual GM and I have addressed Point 2 by making Evasions a contested check for single attacks, much like how they are for Semi/Full Auto shooting attacks. Rolling well on a single attack should yield the benefit of making the attack more difficult to dodge or parry. This was actually added as a talent in Dark Heresy 2nd Edition.

Point 3 is easily addressed by changing over to the action economy of the later games in the system (Black Crusade onward). Semi and Full Auto were both changed to half actions, and their modifiers completely changed. +10 for Standard Attack, +0 for Semi Auto, and -10 for Full Auto. Taking a half Aim action helps offset the difference in accuracy in a stand-up gun fight. In general, I would highly recommend making this change anyway, because the only reason to not Full Auto with the original rules is ammo conservation. It's a bit ludicrous to have the most lethal option also be the most accurate.

1
Brilliant-Error161•

as an assault Marine you are usually first in the turn order, especially if you take Lightning Reflexes at Rank 2. This means on your turn every enemy has all their reactions refreshed and available. In this sense high Initiative is actually something of a hindrance.

I use a house rule that everyone is regaining their reaction when their turn starts.

in part due to the above it seems like the Charge attack is severely limited. It should be a big iconic move, especially given all the additional bonuses that can be purchased for it. But so far it seems like anyone worth charging can parry it more often than not. It's pretty anticlimactic I find.

I find this to be a part of the Meta mele is bad early and op in late game and ranged is strong in early and ok in late game. It depends on which books you use ofc.

make Delay a free action i.e. PCs can hold their whole action for later in the turn order, instead of only a half action. This would make Delay a viable choice and open up tactical possibilities for all PCs, not just the high Ag Assault Marine. It would also make that high initiative a pure advantage.

Problematic Imo. It open a possibility of having 2 turns in a row etc.

expand the "spend a Fate point to make All-Out Attack unparryable" rule to include the charge attack. This would help make those upgrades seem worth it, but still at a cost.

After your assault will get a thunder hammer or just a psyker. You will have meta with spent fate point kill that enemy.

separate the move and attack choices in the action economy (like in DnD). If there should still be some link then make movement add a penalty to BS

Sounds ok later books pretty much did that. I don't like it but some people do.

1