I've been creating a regiment for fun, and was left with a large amount of points for adding to the Regimental Standard Kit. Enough to add a Very Rare item, to be exact.
Now, does that mean I can make anything from Boltguns over Hot-Shot laspistols to Meltaguns a part of my regiment's Standard Kit?
Or even have every last man equipped with a Multilaser for the ultimate storm of Las-fire?!
Because the thing is, the sidearm options cost exactly as much as the "add an item" options of corresponding rarity. That suggests that weapons aren't off-limits for those options...
Now, obviously, as the GM I wouldn't allow this, except to add sidearms (the Bolt pistol or Hot-Shot Laspistol, for example) and for some choices I'd want a good fluff reason. That is, not necessarily a canon one, but one that I'd want in the canon of my campaign.
RAW, however, is it allowed?
Regiment Creation and adding weapons
Possibly, the bottom options are all GM approval for the most part, I would say that it depends on a lot of things.
For starts it was never really clarified if purchasing weapons that way also gave you the ammunition. It may be that while acquiring the guns is simple, your Regiments ammunition stores doesn't have them very well stocked (perhaps the manufacturers of the bullets has been lost or is stingy); resulting in the weapons limited use. Of course if your clever and pick a gun with the same ammo type as more common weapon then you can avoid this.
Another matter is practicality, a Multilaser for example weighs 35kg and the average characters Lifting Capacity is about 36kg meaning that even if you arm everyone with one its too **** heavy for most people to use. Adding to that is that ammunition (taking the above paragraph to mind) is about 10% of the weapons weight and so a single reload for the Multilaser is 3.6kg (which will push it well past your Carrying Capacity), and then there's the fact that in order to really 'use' the weapon you may need a weapon-proficiency Talent you "don't" have (Heavy for example).
...so many of the more 'extreme' weapons are simply "Awesome But Impractical" ,and you should pity them. And every practical weapon option is no more broken than the baseworks so there isn't a problem with taking weapons; the real good stuff is in gear and augmentations.
I'll simply make it a mechanized regiment: drive there in a chimera, set up the ML and unleash the firestorm!
Less facetiously: That what I thought. Getting everyone a Hot-Shot Lasgun, or a Meltagun is still quite OP, I think.
And if the Pistols all come with two reloads, then that's going to be true here as well, I'd say.
Getting WT(Heavy) for everyone is not too hard though, and if they haven't got it, they can still use it for Suppressive Fire until they get enough XP. As for carrying capacity, obviously your comrade carries it until you need it. There are no consequences to your comrade being encumbered, so no problem there. Or how does the Heavy cope with a big gun?
I think it's GM approval for a reason, it's down to the GM to decide what's reasonable or not. After all, if everyone in your player's squad is toting meltaguns or boltguns, then you can appropriately tailor the encounters to offset that advantage.
In other words, it's probably easier just to stick with the list items, but with a little work you can make anything happen really.
As for weight, using Comrades as pack mules isn't specifically allowed or disallowed, but again it's up to the GM to ensure that any overt abuse is kept to a minimum.
@Magus Black - the ammunition oversights were cleared up in the FAQ for the various places they overlooked them.
What were the corrections made?
In the Living Errata. It's prettymuch the first thing that's talked about.
Looking at that entry in the Errata answers my question as well:
Which makes the M36 Lasgun horribly overpriced, because for the same ten points I can give everyone a Hot-Shot Lasgun!
While some other options (Multilasers for everyone!) are clearly impractical, Hot-Shots aren't and are quite game-changing...
Edit: Actually, I can't add them as Main Weapons. Which means that everyone still has a laspistol as a "Main Weapon". Since the "Main Weapon" designation doesn't really do anything, I don't see why it would be worth a premium, but there it is.
Edit: Actually, I can't add them as Main Weapons. Which means that everyone still has a laspistol as a "Main Weapon". Since the "Main Weapon" designation doesn't really do anything, I don't see why it would be worth a premium, but there it is.
It actually does, but it's effects are in the Carrying, Lifting and Pushing section.
In general, an average character can reasonably carry a main weapon, such as a lasgun, autogun, or flamer, plus one or two secondary weapons like a pistol or melee weapon, along with a few clips of extra ammunition and several pieces of miscellaneous equipment in a rucksack, satchel, or similar container. It is not at all reasonable, however, for a character, even a very strong one, to be walking around with three heavy weapons and several thousand rounds of ammo for each, or for the character to have a backpack with one of everything from the equipment section of Chapter VI: Armoury.
One your carrying more than one Main Weapon, bampfh, Carrying checks. =D
I think that was written with the idea that a long gun (Lasgun, autogun, bolter, etc.) would be the "main" weapon, whereas pistols and sidearms are "secondary". Now that can be interpreted as the main gun you use, or the main weapon your regiment is assigned.
Whether or not your pistol or you rifle is considered your "main" weapon shouldn't have anything to do with it. You're still carrying two weapons.
Ah, true. thats what I get for drink posting. =P
Oops. This is actually answered in HotE: The Kasrkin have a Good Craftsmanship Hot-Shot Lasgun already.
Grenadiers, with Hot-Shot Lasguns, and Vanguard. Is there anything that can challenge them? If so, I'm not sure I wanna know ^^
And what about substitute a weapon or a piece of equipment or taking it away?