Does the DW talent have a place in OW? Has anyone used it? Just like in Deathwatch, one of the benchmarks of your character will likely be, IMO, anyway, the acquisition of better gear. You'll start with the flashlight and cardboard box, and someday want to improve it to something more like carapace and, I find I'm not sure what "better gun" I am imagining a Guardsman who isn't a Sergeant or Heavy is shooting to get, but take your pick. Well, getting gear in OW can be chancy, what with difficult Req rolls, a shoddy Munitiorum, occasionally, and stuff, and while I don't remember the book necessarily doing a great job telling us when requisitioned items MUST be returned (it could be after the mission, but they aren't always great with the paperwork when you get home), it isn't yours, and they may, eventually, say "give that plasma pistol back." Well, since the next time might not be so easy to get it, could you just spend some XP, and burn a talent that says "add the chosen item to your equipment list?" It doesn't seem so big a thing, and as your Guards become bigger, more badass Goddamn Heroes!, they are going to want to rely on that gear, rather than get sent to a new front, and then not have the same access. I can see that it COULD be a pain, but it also COULD be really cool, and a nice spending of some XP. Something like the following:
Signature Wargear
Tier: 2
Prerequisites: Munitorum Influence, Special (see description)
Aptitudes: Fellowship, Social
Throughout your many exploits among the Imperial Guard, you have made a name for yourself with a specific piece of equipment. Now you've grown to the point where you define your success by the presence of that item, and the Munitorum, having seen the skill in which you use it, and the importance of your victories in critical times, has seen fit to make certain that, when you need it, that item will be with you. Select an item. That item is permanently added to your Universal Standard Kit. You must have either successfully requisitioned the item before, or recovered it in the field, and brought it back to base intact. This talent is not bought in the usual manner. XP costs for this talent, based on availability of the weapon, armor, or gear selection are below.
Cost Item Availability
... ...
600 Rare
700 Very Rare
800 Extremely Rare
... ...
Items beyond this range require GM permission.
It's not heinous, but it isn't exactly cheap, and while it does do something considerable (I feel it does, anyway), it isn't easy to get, but nice to have. If you are willing to spend the XP, you can permanently have that carapace armor, or that Force weapon or hood that you might be one of the only characters around who can even USE it, and you don't need to keep getting it back, as dice can be fickle. There might even be something in the rules vaguely like this, but I don't think so. Has anyone else used something at least vaguely similar? Using XP to permanently obtain gear that you have specialized in the further use of?
Edited by venkelos