Anyway, here is the current state of the gear, including weapons, armor, and some miscellaneous gear like the narthecium and jump packs.
Gear
Renown
– Renown is a measure of how highly-regarded a Space Marine is
within the Deathwatch. Higher renown indicates a veteran, and such
warriors are given access to more powerful weaponry than their
lower-ranking comrades. Renown should be given out at the end of each
mission. The GM has the final say on how much Renown is given, but it
should be proportional to the risk and difficulty of the mission. A
good rule of thumb is to give between 1-5 Renown per mission.
Space
Marines can also lose Renown if they do not act in a manner befitting
the Deathwatch. Renown can be taken for such acts as losing a sacred
relic, retreating from battle without a spectacularly-good reason,
cowardice in the face of the enemy, or heresy. Even relatively minor
transgressions may cause a Space Marine to lose Renown, though the GM
should refrain from taking Renown in increments above 15 for each
transgression.
This
scale (gains of 1-5, losses of up to 15) helps reinforce the idea of
Space Marines as warriors of faith, purity, and honor above and
beyond their fellows, and shows that they must actively seek to
better themselves, while even minor incidents can damage their
reputation in the eyes of their fellows. Heroism is not enough for
Space Marines; they must strive to be the absolute best in every
aspect of their lives, and only in challenge and hardship can they
succeed.
Renown
|
|
Renown
Score |
Renown
Rank |
1-19 |
Initiate
– You are a recent recruit to the Deathwatch. |
20-39 |
Respected
– You have had success in the Deathwatch, though you are still
relatively new. |
40-59 |
Veteran
– You have succeeded and excelled at your duties to the
Inquisition. |
60-79 |
Famed
– Your victories are truly impressive, and are known to
Battle-Brothers around the sector. |
80+ |
Hero
– Your deeds are legendary, and you have earned the respect of
even the most highly-regarded warriors. |
Requisition
– Requisition will change from mission to mission. At the start of
the mission, each Space Marine will have his standard-issue gear and
may spend the mission's Requisition score to receive additional gear.
Each Space Marine will have their own Requisition to spend, and any
unspent Requisition may be added to a communal pool to share with
squad mates.
Miscellaneous
Gear
Narthecium
– This device gives a +1 to Healing checks and allows the user to
remove a Space Marine's geneseed with a successful Healing check.
Frag
Grenades – Frag grenades have a range of 30, do 2d8 damage, and
cover a Medium Burst Template (page 183 Savage Worlds Deluxe
Explorer's Edition)
Krak
Grenades – Krak grenades have a range of 30, do 2d6 damage with
AP4, and cover a Small Burst Template (page 183 Savage Worlds Deluxe
Explorer's Edition)
Servo-arm
– A servo-arm is a mechanical device carried by Techmarines. An
extra ranged weapon can be mounted on it, it can function as a melee
weapon (2d8 damage), and it allows the Techmarine to lift double what
he could otherwise lift.
Servo-harness
– A servo-harness is an array of four servo-arms, with the
associated benefits. However, a Techmarine using a servo-harness can
still only lift three times what he could normally, rather than five
times normal.
Auspex
– A Space Marine with an auspex may use a Tech-Use test to gather
information about the surroundings and to see if there are any
detectable enemies within a short range
Chapter
Trappings – Chapter Trappings give a Space Marine one free Benny
during each mission/session (GM preference).
Jump
Pack – A jump pack allows the user to make a Piloting check to add
6” to their Pace once every other round. The jump pack can also be
used to jump walls (within reason) or negate falling damage, if the
Piloting check is successful.
Ranged
Weapon Traits
Overheats
X – Once a magazine or power pack is expended, the user must wait X
rounds for the weapon to cool off before reloading.
Small
Cone – The weapon uses a cone template, similar to the template on
page 180 of Savage Worlds Deluxe Explorer's Edition, except the cone
is only 6” as opposed to 9” long.
Cone
– The weapon uses the 9” cone template on page 180 of Savage
Worlds Deluxe Explorer's Edition.
Bolt
Weapon – The weapon can benefit from special bolter ammunition.
Pistol
– The weapon can be used with one hand with no penalty and may be
used even in close-quarters combat.
Storm
– This weapon fires two rounds for each shot fired, doing the
listed damage. The weapon does not have a single-shot mode, always
firing at least two rounds. However, if only two rounds are fired,
the weapon does not suffer from the -2 autofire penalty.
Combi-Weapon
– This weapon has a secondary weapon combined with the standard
bolter. The secondary weapon has a Rate of Fire of 1 and a single
shot. The damage and range of the secondary weapon are equal to the
damage and range of a regular weapon of the same type (a Combi-Melta
does 2d10+1 with a range of 12/24/48, a Combi-Plasma does 2d10 with a
range of 15/30/60, etc.)
Heavy
Weapon – This weapon is too large and cumbersome to be used in
close-quarters combat as anything other than an improvised melee
weapon. The weapon cannot be fired without using both hands.
Flame
– This weapon has the potential to set enemies or surroundings on
fire. See Savage Worlds Deluxe Explorer's Edition page 101.
Small
Burst – This weapon uses the Small Burst Template on page 182 of
Savage Worlds Deluxe Explorer's Edition.
Ranged
Weapons |
|||||||
Type |
Range |
Damage |
RoF |
Requisition |
Renown |
Shots |
Notes |
Bolt
Pistol |
12/24/48 |
2d6 |
1 |
5 |
N/A |
6 |
Pistol,
Bolt Weapon |
Plasma
Pistol |
12/24/48 |
2d8+1 |
1 |
25 |
Respected |
6 |
Pistol,
Overheats 1, AP2 |
Inferno
Pistol |
10/20/40 |
2d8 |
1 |
30 |
Veteran |
8 |
Pistol,
AP4 |
Hand
Flamer |
See
Notes |
2d6 |
1 |
5 |
N/A |
4 |
Pistol,
Small Cone, Flame |
Bolter |
15/30/60 |
2d8+1 |
3 |
5 |
N/A |
30 |
Bolt
Weapon |
Plasma
Gun |
15/30/60 |
2d10 |
3 |
15 |
Respected |
18 |
Overheats
2, AP2 |
Melta
Gun |
12/24/48 |
2d10+1 |
1 |
15 |
Veteran |
8 |
AP4 |
Flamer |
See
Notes |
2d8 |
1 |
10 |
N/A |
5 |
Cone,
Flame |
Storm
Bolter |
15/30/60 |
2d10+2 |
3 |
25 |
Famed |
60 |
Storm,
Bolt Weapon |
Combi-Weapon |
15/30/60* |
2d8+1* |
3* |
25 |
Famed |
15 |
Bolt
Weapon, Combi-Weapon |
Heavy
Bolter |
18/36/72 |
2d8+1 |
4 |
10 |
N/A |
60 |
Bolt
Weapon, Heavy Weapon |
Plasma
Cannon |
18/36/72 |
2d10+1 |
1 |
20 |
Respected |
30 |
Overheats
2, Heavy Weapon, AP3 |
Lascannon |
20/40/80 |
2d12 |
1 |
25 |
Veteran |
10 |
Heavy
Weapon, AP4 |
Multi-Melta |
12/24/48 |
2d12 |
1 |
25 |
Veteran |
20 |
Heavy
Weapon, AP4, Small Burst |
Assault
Cannon |
18/36/72 |
2d10 |
6 |
25 |
Famed |
60 |
Heavy
Weapon, AP2 |
Heavy
Flamer |
See
Notes |
2d10 |
1 |
15 |
N/A |
10 |
Heavy
Weapon, Cone, Flame |
Missile
Launcher |
20/40/80 |
2d12 |
1 |
20 |
N/A |
1 |
Heavy
Weapon, AP4, Small Burst |
Melee
Weapon Traits
Bayonet
– This weapon may be affixed to a standard-sized ranged weapon,
allowing the ranged weapon to be used with both hands while still
being able to use the melee weapon without having to switch weapons
mid-combat.
Chaplain
– Only a Space Marine with the Chaplain Advanced Specialty Edge may
requisition this weapon.
Force
– This weapon does -2 damage if not in the hands of a psyker. If a
psyker is holding the weapon, it grants a +1 Parry and +1 bonus to
Psyker skill tests. Force weapons can only be requisitioned by
psykers.
Terminator
– Due to the size or unwieldy nature of this weapon, it can only be
used by a bearer in Terminator armor.
Two-Handed
– If not wielded in both hands, the wielder of this weapon suffers
a -2 to damage and -2 to Fighting skill tests.
Melee
Weapons |
||||
Weapon |
Damage |
Requisition |
Renown |
Notes |
Chainaxe |
Str+d8 |
5 |
N/A |
AP1 |
Chainglaive |
Str+d8+1 |
10 |
Respected |
Two-Handed |
Chainsword |
Str+d8 |
5 |
N/A |
Parry
+1 |
Chain
Fist |
Str+d12+1 |
30 |
Famed |
AP4,
Terminator |
Combat
Knife |
Str+d6 |
5 |
N/A |
Bayonet |
Crozius
Arcanum |
Str+d8+1 |
25 |
See
Notes |
AP4,
Parry +1, Chaplain |
Force
Axe |
Str+d12 |
15 |
Respected |
AP2
Force |
Force
Staff |
Str+d12+1 |
25 |
Veteran |
AP2,
Force, Two-Handed |
Force
Sword |
Str+d10+1 |
10 |
N/A |
AP1,
Force, Parry +1 |
Lighting
Claw |
Str+d12 |
30/45
pair |
Veteran |
AP4 |
Power
Axe |
Str+d10 |
20 |
Respected |
AP2 |
Power
Fist |
Str+d10+1 |
25 |
Famed |
AP3 |
Power
Sword |
Str+d10 |
20 |
Respected |
AP2,
Parry +1 |
Thunder
Hammer |
Str+d12+2 |
40 |
Famed |
Two-Handed,
AP2 |
Armor
Notes
Astartes
Armor – This armor is designed specifically for Space Marines. It
is sealed, has an internal oxygen supply that will last for 24 hours,
filters all toxins from the air, and has a backpack-mounted power
supply.
Heavy
Weapon Use – Terminator Armor can use weapons with the Heavy
Weapons or Two-Handed traits with one hand. Weapons with the Heavy
Weapon trait must be locked to the armor for the duration of the
mission.
Armor |
||||
Type |
Armor |
Requisition |
Renown |
Notes |
Power
Armor |
12 |
5 |
N/A |
Astartes
Armor |
Artificer
Armor |
14 |
40 |
Famed |
Astartes
Armor, Pace +1 |
Terminator
Armor |
16 |
50 |
Hero |
Astartes
Armor, Can't run, Heavy Weapon Use |
Combat
Shield |
N/A |
15 |
Respected |
+1
Parry, +2 Armor to ranged attacks that hit |
Storm
Shield |
N/A |
20 |
Veteran |
+2
Parry, +3 Armor to ranged attacks that hit |