Free PDF Deathwatch RPG: Core Rulebook
Free PDF Deathwatch RPG: Core Rulebook
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Deathwatch RPG: Core Rulebook
Free PDF Deathwatch RPG: Core Rulebook
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Product details
Toy: 400 pages
Publisher: Fantasy Flight Publishing; Brdgm edition (2010)
Language: English
ISBN-10: 1589947789
ISBN-13: 978-1589947788
Product Dimensions:
8.5 x 1 x 11 inches
Shipping Weight: 3.6 pounds
Domestic Shipping: Currently, item can be shipped only within the U.S. and to APO/FPO addresses. For APO/FPO shipments, please check with the manufacturer regarding warranty and support issues.
International Shipping: This item is not eligible for international shipping. Learn More
Average Customer Review:
4.4 out of 5 stars
45 customer reviews
Amazon Best Sellers Rank:
#1,081,366 in Books (See Top 100 in Books)
This book is my first experiance with the RPG version of Warhammer 40k,however I have played the table game. This book in my opinion is for those who relish the concept of playing a space marine. If the player is not really in to playing a very powerful genetically altered elite military character and would rather adventure, then he should consider "Rogue Trader" instead.This is a book of many layers of Space Marine flavor to be enjoyed. There are so many choices of traits,talents,specialties,Marine Chapter talents,Death Watch chapter talents,(Special artifacts:weapons,armor,energy shields,bolters,swords),fate points,special ammo,etc.. This book even has some of the originating chapters that can be played instead.There are enough beginning enemies and some information for creating enemies to allow for plenty of campaigns.The horde rules were a great idea,because these characters do tend to get really powerfull, so it allows the group or a single marine to fight small and large groups of enemies with easy to follow rules and damage.On the flip side,I did not care for the squad rules. I think that they could have been made easier to use.The only issue that could cause trouble is the players themselves if they try to take it all in at once. It would be better to start basic as a group. Then season to taste a little at a time. The options are endless. Ive played DnD,Savage Worlds,CyberPunk,and MD20. I know some parties are big on the maximum equipment and abilities while others are more interested in role-playing. This book is a tool box for either one. Rule lawyers beware. This is not the international law book on how to play space marines,but rather lots of options to fit different kinds of game masters and or parties.
To start off, if you are going to be the GM, be prepared to read... alot. I'm the GM of my group and we just ran through a deathwatch session after about a month of prep (mostly on my end). I did not start off with either dark heressy or rogue trader and only one of my players is involved with a dark heressy game, so the majority of the group was completely new to the system. I spent hours reading and re-reading (and I should probably read some more still). Simply put, there's a ton of information that you have digest to run the game, but our first session (running the provided adventure) was a blast and can't wait for the next session. There's nothing I can say that other reviewers haven't already stated so I'm just gonna throw in my more important thoughts. The production value is impressively high, the content (while overwhelming at times) is amazingly detailed and the overall experience (for my group) was extremely rewarding. Definately glad I decided to give it a try. A suggestion to those who haven't played DH or RT or just aren't entriely comfortable with the system, I highly recomment the GM kit.
This is a great game if you are a fan of Space Marine's and combat. This game is light on RPG elements, but heavy on combat. Execllent for any Space Marine player. The book would have got 5 star except for the lay out. Very clunky, it's design goes against how you would think intutively it should be put together. I have run the game 4 times and I'm still picking up rules. The villian entries are very different from Pathfinder or D&D entries in that Talent dictate every aspect. If you don't know a talent you are missing a major part of the monster's ability.Overall a great book and the art is excellent. Game is fun and very popular with my group. I would and have recemended this game.
Waiting for a space marine only version of the rpg game got my hopes set a little high. They included a handful of the loyal chapters they left a lot out more. The rules overall should mesh pretty seamlessly with Dark Heresy and even Rogue Trader. I can't wait for the expansion books for this series. Great adventures and lots more lethal killing will make for a faster paced game for sure. It will be nice to be able to finally play a space marine instead of running from them. It gets 5 stars from me because it's just about perfect. With a little modification to the starting rules it plays great.
Excellent idea because who doesn't want to play a Space Marine? However, considering the other Warhammer 40K roleplaying books by Fantasy Flight Games, Space Marines are to over powered for normal challenges. The whole system suffers from imbalance because in some cases the characters seems so powerful, and in others they seem powerless. It's difficult to run with certain groups.
The 40K game a lot of us had been waiting for since '87 or so. Adeptus Astartes RPG rules - what's not to love? Not sure why it had to be Deathwatch rather than "Space Marines" (I get that GW licensed 'Space Marine' to THQ, but this is not a competing product)Character creation is a bit hairy, but the mechanics are far more solid than I expected. If you've played Dark Heresy or Rogue Trader the mechanics are all but identical. However, Astartes are combat monsters and can easily break other 40K games.If you're not familiar with the Games Workshop Warhammer 40,000 universe, this might not be a good entry point though. The rules are tightly tied to the universe and the back story and the game isn't easily portable to another setting.
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