
Browman |

So, with the Deathwatch actually getting a 40k Codex, I wonder if we'd be able to get some of the cool stuff thats found in there like the Combi Heavy Bolter-Flamer :P
I need to get a copy of the codex first which may take a few weeks. Moving isn't cheap, so cash flow is a bit rough right now.

Scorpelio |

Yeah, thats what I'm expecting too.
I'll definitely be trying to make the Kill-Teams present here (custom pads aren't going to be a thing for me however :\ ) as much as I can if/when I get my hands on it.
That said, I eagerly anticipate all the fancy new gear.
How fitting that Scorpelio is already in Mk VIII armour :p

Brother Loghir Apothecary |

Brother Loghir Apothecary |

Ok this horde is a beast! every one of us is going to take MASSIVE dmg automatically unless we get rid of it.
@Browman:
how many are left in this horde? Are we trying to cool a plasma generator by peeing on it when we're killing these horde-orks?
Did my heavy flamer kill 12 orks last round?
Are we locked in melee?
We really need to figure out how to kill/disperse this crowd ASAP. Even in a Termie armor I've only got 3 rounds left in me without a first-aid. Rotating first-aid on you guys we'd have people dropping down by round 3.

Brother Loghir Apothecary |

I once saw a woman that had a child AND had passed a kidney stone was asked which was more painful, she said passing the kidney stone. So now to any woman telling you "you don't know the pain of childbirth", you have known worse.
Rest up man and just update when you can

Brother Loghir Apothecary |

haha yeah I told you that bolter was a beast Micrastur :D Damn dat dmg.
So I assume we're not going to shoot into the melee between the Watch Captain and the Warboss. Lets stroll on over to them and kick the living shirt out of him!

Scorpelio |

Since we'll be rank 1 until we have a total of 17k experience (if we spend the 400 we just got we should be at 14200), Either save it or buy some cheap-ish characteristic advances where possible.
Like I will:
-Toughness Simple Advancement (200 - Techmarine) for a total of 38 yeah, for some reason, I thought Scorpelio having a Low Toughness wasnt such a big deal. If I'd have swapped it with my 45 Perception, I'd be at 50 Toughness right now for a total of 65 toughness once all the advancements are taken with a further +10 possible if I get a Machinator Array if I ever reach Forge Lord for a maximum of 75 Toughness.
-Strength Simple Advancement (200 - Techmarine) for a total of 47.
Also look into deeds and/or distinctions in RoB such as Master of Arms or Master of Blades or whatever for later on.

Scorpelio |

As an aside, as my Career as a Techmarine goes on, I'm starting to look more and more into replacing my weak flesh with Cybernetics especially since I kinda have a fluffstification in chopping bits off almost willy-nilly as I attempt to bring myself closer to the Machine God [praise be unto him].
From a purely rules perspective, how would I go about this? I've seen some discussion on the subject but nothing definitive. One of those was that whatever I chop off, add and/or replace I would pay the Req cost for for the next mission and then have it permanently thereafter. The Core Rulebook seems to go this way.
Others have made Req -> Xp conversions for their purchase.
Additionally, I've seen mention HERE that my Servo-Arm gives me a +2TB for being a Chest-Level Cybernetic?
Also, I do have an Augury Array Implant in my Noggin. Does that constitute enough of a change to give my head a +2TB To the Head (After Unnatural)? Obviously, Eyes wouldn't but the nature of an Augury Array isn't all that clear...
And finally, how would I go about improving the craftsmanship of any Cybernetics I've already got if possible?
+++
As a General Query, what do Master-Crafted Cybernetics do above and beyond exceptional ones? I haven't seen it mentioned anywhere at all.

Brother Loghir Apothecary |

FFG sometimes drive me nuts with these oversights. I've seen this same problem looking into cybernetics REQ?!!? I hand over my leg after the mission? Are all cybernetics upgraded as we advance?!
The Charm for 6 req fx. that does.... "NOTHING" GM is encouraged to make his own rules... WTF is the 6 req. then based on?! Charm now gives +40 WS and tearing for all weapons, is that req 6? So the GM should make a 6 req worth of a charm?! How about doing your job and write rules for stuff going into the RULEbook?!
How about the GM just make up the rules for character creation, combat and advancement while he's at it?!

Scorpelio |

Yeah, I'm fine with the Augury Array and Sero-Arm not giving me a Toughness Bonus. One is sensory equipment stuck to my brain, the other is a giant arm attached to my backpack at shoulder height.
Maybe have a flat xp cost for normal craftsmanship with a flat bonus cost to increase craftsmanship instead of a multiplier like Requisition?
IE:
Common Cybernetic: 350xp
Upgrade Cost: 150xp per step (with required renown)
Meaning a Master-Crafted Arm would be 650xp with Distinguished Renown.
Obviously, would also require a fluffstification from the player and approval by the GM so that we all don't suddenly chop our arms off for the bonuses.
That would mean, I could pay 150xp (or 500? Base cost + upgrade 1 step cost?) when I get to Respected to upgrade my Augury Array from Common -> Exceptional since I got it for free as part of being a Techmarine.
Doesn't seem too bad to me since upgrading still takes 2D10-TB days to perform meaning if the patient rolls high enough they would probably be unavailable for the mission at hand.
Also, since only Techmarines (apart from Iron Hands and certain Deeds or Limb Loss) get free cybernetics so a character paying less than 500 xp for an exceptional cybernetic should be pretty rare.

Scorpelio |

I'm currently thinking:
-Breaching Augur (18) which will replace my Servo-Arm for the mission. To be used to punch through any walls or whatever.
-Combi-Tool (15) - If I want to try and retrieve any stuff found in the Watch Fortress or work with stuff.
-Cameleoline (20)
-Astartes Combat Webbing (3)
-Stummer (5)
For a total of 61 REQ with 4 Leftover for anyone to use.
I already have a Bolter and a Plasma Gun so I don't think I need to bring much of anything else.

Brother Loghir Apothecary |

I'm not sure whether or not jump packs will be useful inside the building, of course it never hurts to bring at least 1 though.
There have been no reports of problems around the fortress so the "threat" if any (yeah right, we KNOW there is something) is locked inside. So approaching the fortress we don't need camo, once inside, I'm not sure there's too much hiding we can do. Camo cloak is great in a large space, but they'd be able to spot us in a 30m corridor. Stummers might be a good idea though to mask our approach.
I just asked the sgt. about the size of the fortress, if it's of some monumental scale we might just need these jump packs and camo cloaks

Micrastur "Hawkeye" |

@Browman: I intend to take the astartes sniper rifle from the rites of battle book. My old GM ruled that it comes with a sight pre-equipped for the 25 req cost - because: A sniper rifle without a good sight is just .... Well. I am just curious how you think about it.
My load out:
Assault Shotgun 7
Sniper Rifle 25
Red-Dot 10 (either for the default bolter or the sniper)
Stalker Rounds 5 (-2dmg)
Hellfire Rounds (Tactic Marine)
Harness 4
+some special grenade (maybe nova or stun/blind)
Gesamt: 40+9+7=56

Brother Loghir Apothecary |

@Browman: How many nades/missiles do we get for the req. value? I know the rules said 1, but then a missile launcher would just always be better OR just a GUN.
Incendiary grenade (range: SBx3[21-24m] 1d10+4 pen0, blast 3) REQ 15
vs
Flamer (range 20m 1d10+9 pen4, Clip:10) REQ 10

Brother Averruncus, Librarian |

I'm not sure whether or not jump packs will be useful inside the building, of course it never hurts to bring at least 1 though.
Even without the ability to move 3D, Jump Pack double the movement speed. Mobility is always useful.
There have been no reports of problems around the fortress so the "threat" if any (yeah right, we KNOW there is something) is locked inside. So approaching the fortress we don't need camo, once inside, I'm not sure there's too much hiding we can do. Camo cloak is great in a large space, but they'd be able to spot us in a 30m corridor. Stummers might be a good idea though to mask our approach.
Who talked about hiding? If I opt not to move, camo cloak add one increment of range for enemy firing at me. So, again, I find it very useful.

Brother Loghir Apothecary |

I see! Good points, esp. the camo
I'm thinking of Breaching augur (18) like Scorpelio, it's the only melee weapon we can really take other than a chainsword, and it's a power weapon.
Stummers (5)
Then I'm thinking maybe some grenades or missiles on an aux. grenade launcher

Brother Loghir Apothecary |

Breacing Augur (18)
- Promethean blessing (10) FLAMING DRILL OF DOOM!
Stummer (5)
Diagnostor (15)
combat webbing (3)
Jump Pack (15)
Total: 66 (borrowing 1 from Scorpelio)
I'll spend 100xp (700xp in the bank) for Pilot (personal)

Ulf 'Elli'Yngvarr |

Sorry guys went away and was expecting WiFi which was why I didn't mention it. WiFi was basically non existent so couldn't post.
@Hawkeye the ROB sniper rifle comes with a built in Telescopic sight ROB p138 along with a couple of other tricks (suppressor, Tailor-made, highly accurate and Astartes wpn)
I am thinking
Stummer 5
Cartograph 5
Fire Selector 2
Chainsword 5
Dipolemaglock 5
Kraken rounds 10
Metal storm rounds 20
Astartes grapnel 3
Auto-sense goggles 10 (as I probably won't wear my helmet to get benefits of wolf senses, damn 'respected' to have Fenris pattern helm.)
And for my 400
200 tracking+10
200 Ciphers (Deathwatch)