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Deathwatch House Rules
Post your homebrew house rules here.
Moderator: FFGAntonThe Spaniard Topics: 308 | Posts: 3091
Optional starting gear
Published on 09 November 2010 - 15:27:21
Page 2 of 2 (24 messages) « First page... 1 2
Reply #16 | Published on 03 May 2011 - 11:05:16

Siranui said:

Your caps lock appears to be stuck. 

 

Chaos is the essence of the universe.

Reply #17 | Published on 13 May 2011 - 10:37:26

Siranui said:

Your caps lock appears to be stuck. 

 

I'm of the mind that speciality apo kit is 'expensive', but should be subsidised by the rest of the party.

The techmarine equipment is not much cheaper, if at all.
He doesn't even get basic tools (the combi tool) for his job, while the apo starts with more than basic medical equipment.
The Servoarm is fine, yes but as long as it doesn't count as combitool the low-rank techi is always underequipped.

In addition the auspex and voxcaster are best used by the techmarin, too because of the tech use skill nessesary to fully use both. So two more items the TM should buy. If the kill team doesn't support him (perhaps even over the apo) he will not have anything besides standard stuff the team needs. (more than an diagnostor helmet in most cases)

There are 10 kinds of people, those who understand binary and those who don't.

Reply #18 | Published on 13 May 2011 - 10:52:55
4
1

 The auspex is -IMHO- best used by the pointman with the highest Perception.

Reply #19 | Published on 13 May 2011 - 11:58:23

Combi-tool "only" gives +10 to Tech-Use. While very cool, that is in no way necessary.

Auspex? Read the Auger Array Implant :) Of course, that's a "sacrifice" (a non-choice for the free implant of a starting Techie)...

An open mind is like a fortress with its gates unbarred and unguarded.

Reply #20 | Published on 21 May 2011 - 08:34:01

 Implants can be bought once and then remain forever, without costing more requisition.

To the OP: In the demo adventure for the Free RPG day of last year, the Apothecary was armed with a chainsword and a bolter pistol. That meant that the apothecary was out of range for most of the non-melee or non-closed spaces combats in the adventure. Very frustrating to the player.

As for the Techmarine, once he can buy the Forge Master advance he becomes a walking god. Artificer Armour for free (AP12), plus Armour Mongrel (+2 AP) plus Machine (2) (+2AP plus no need for breathing and the like, and he can "heal" himself with Tech Use). Terminator Armour has AP 14 and weighs 4 times what an Artificer Armour does...

You have doubts? Do it the Sororitas way: burn it!

Reply #21 | Published on 23 May 2011 - 04:49:30
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Happy Birthday!

Argus Van Het said:

 Implants can be bought once and then remain forever, without costing more requisition.

But only if you hand your GM a crack pipe before asking him!

This is one of the more problematic Requisition rules, and essentially breaks the otherwise stringent Requisition 'economy'. I recommend drawing a line through it and instead bringing it in-line with the rest of the system by either charging ongoing Requisition for permanent items, or by charging XP, as per the Wargear.

Reply #22 | Published on 23 May 2011 - 06:02:28

Siranui said:

Argus Van Het said:

 

 Implants can be bought once and then remain forever, without costing more requisition.

 

 

But only if you hand your GM a crack pipe before asking him!

This is one of the more problematic Requisition rules, and essentially breaks the otherwise stringent Requisition 'economy'. I recommend drawing a line through it and instead bringing it in-line with the rest of the system by either charging ongoing Requisition for permanent items, or by charging XP, as per the Wargear.

Exactly my opinion. And it doesn't make them worse, to tell the truth. Only "logical". What we did also was that a player had been very severely (ultra-mega-critically ;)) wounded to the chest, he "bought" the Sprint Talent and had an exceptionnal bionic heart. Worked allright, to. He had burned a Fate Point, after all.

An open mind is like a fortress with its gates unbarred and unguarded.

Reply #23 | Published on 30 May 2011 - 03:50:01

 

I think I'm alone is saying that I like the starting gear rules.

You get:

Basic weaponry for marines ( Godlike for anyone else in the empire )

Powered Armor with a ton of goodies in it ( yadayadayada godlike yadayada )

Basic specialized equipement ( Servo arm + cybernetic option / Reductor + med thingy / force weapon  for the mentioned 3 )

 

So here is my thing:

using the example given at the start of the thread:

If an apotecary needs a Jump pack ( haven't seen a jumping apotecary anyone on books or standart isue army lists ) + diagnotic helmet + a sword as basic gear, what is a well equiped medic? what do you want req points for after having those items?

 

Isidro

In WH40K Schrödinger's cat is dead.

Reply #24 | Published on 03 February 2012 - 15:27:19

Baradiel said:

Wondering what you all think about....

A:  Apothecaries being able to take a chainsword instead of a bolter?

B:  Assault Marines being able to take a flamer instead of a chainsword?

C:  Devestators being able to take a missile launcher instead of a heavy bolter?

 

Thats not bad idea, i would just make some minor changes because i like to try and reflect the tabletop game.

A: Thats fine because you can model them with both on table top

B: I wouldnt allow it because a it costs points in tabletop for assault marines, However is if a tactical marine wanted a flamer (lets say because he is a salamander) i would allow that.

C: Yeah that too is legit in my games.

I just like to keep my game style close to table top but its a great idea.

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