I probably could have persuaded my GM to let me have a MC boltgun to start, but I do love the storm bolter too.
It's fun to have something awesome to look forward to earning, as well.
Favourite wargear?
Direach said:
I probably could have persuaded my GM to let me have a MC boltgun to start, but I do love the storm bolter too.
It's fun to have something awesome to look forward to earning, as well.
Yeah, but an "I don't need all the fancy stuff, in (simple) bolt we trust" attitude is extra cool.
Alex
Brother Praetus said:
You know, you only need to test Tech-Use with an auspex to perceive things normally undetectable right? Things like poison gases and radiation. As far as the +20 to Awareness it affords the user, there is no test required.
Yeah, I know.
I want to make an addition of a character concept I have on my mind, so it's not actually in play as of now. But a Black Templar Assault Marine toting around a Flamer (or Hand Flamer) on every mission, just for the 'burn the [what to burn here]' feeling of it all. It just feels... right.
Not sure what's the most fitting though, as the Flamer won't be usuable in melee combat, but it will allow for more damage to hordes and a few extra shots. Anyone had any experience with both on an assault marine and could chime in?
I haven't played an assault marine, so grain of salt and whatnot. Looking at the numbers, a hand flamer might be good in melee... if you're looking to set things on fire up close. The damage is the same, and it's a pistol so you can use it in a fistfight.
Also, I found a new thing to go on my "unskippable wargear list." It's a weapon upgrade that I simply can't get enough of. Two words: fire selector. Triple the number of bolts you can put in the air without having to reload. And you can switch ammo types freely. It's friggin' delightful.
I've taken to spending my Req on Haywire Grenades and Meltabombs, plus the odd bit of ammo (Metal Storm usually). Being able to take care of bunkers as well as knock out Crisis Suits has been quite useful.
BYE
Dorn said:
Things my Imperial Fist Devastator Brother Torres never leaves the ship without are:
Auspex, Vox caster, Combi-Tool and Teleport Homer. These four items are, imo, crucial to any mission.
-snip-
TLDR: MC Missile Launcher, MC Astartes Shotgun, Auspex, Combi Tool, Vox Caster, Teleport Homer.
It's a shame that Brother Torres suffered the wrath of an avatar...
My Grey Hunter Ranulf never leaves ship without his Stalker Pattern Boltgun, Telescopic Sight, and Stalker Ammo.
Also he never leaves without (although now it's quite a challenge) his Signature Wargear (Master) Exceptional quality arm mounted Storm Bolter, (+10 to hit)!
Working for Jena Orechiel is very useful, as I now have access to a Dire Sword, a Shimmershield (which Ranulf isn's really sure how to work), and a Reaper Launcher. However dispite the (frankly awesome) qualities of the Reaper Launcher, I'm not sure it's better than my Storm Bolter
Baron Throatpunch said:
I haven't played an assault marine, so grain of salt and whatnot. Looking at the numbers, a hand flamer might be good in melee... if you're looking to set things on fire up close. The damage is the same, and it's a pistol so you can use it in a fistfight.
Also, I found a new thing to go on my "unskippable wargear list." It's a weapon upgrade that I simply can't get enough of. Two words: fire selector. Triple the number of bolts you can put in the air without having to reload. And you can switch ammo types freely. It's friggin' delightful.
Yeah, I'll probably go with the hand flamer. Usable vs hordes in melee is just too nice to keep handy, and the magnitude damage is just 2 less than with a flamer.
Your standard wargear comes with a fire selector though, but yeah, it's a must-have upgrade for any req'd bolt weapon.
BrotharTearer said:
Baron Throatpunch said:
I haven't played an assault marine, so grain of salt and whatnot. Looking at the numbers, a hand flamer might be good in melee... if you're looking to set things on fire up close. The damage is the same, and it's a pistol so you can use it in a fistfight.
Also, I found a new thing to go on my "unskippable wargear list." It's a weapon upgrade that I simply can't get enough of. Two words: fire selector. Triple the number of bolts you can put in the air without having to reload. And you can switch ammo types freely. It's friggin' delightful.
Yeah, I'll probably go with the hand flamer. Usable vs hordes in melee is just too nice to keep handy, and the magnitude damage is just 2 less than with a flamer.
Your standard wargear comes with a fire selector though, but yeah, it's a must-have upgrade for any req'd bolt weapon.
The book does indicate that the Deathwatch bolter (read the description in the Armory) comes with an integrated Fire Selector, so if you requisition one (as an Assault or Devastator, or if you need a second one for some reason) it could be argued that it's included at no added cost.
My current, and probibly only, wargear setup is a Storm Bolter with Motion Tracker and Power Sword. I am trying to get them Master Crafted but it'll be another mission or two till I can start upgrading to that. I usually also take an Auspex if I have the Req for it since apparently the Space Wolf "Tactical Marine" is the intelligence of the group as well (I have a whopping 40 =P)
If anything I would really like to take the Back Banner but rarely get the oppertunity for that sort of Req expenditure. Also maybe a Charm at some point.
Def my Master crafted (master wargear) Storm Bolter with attached chainbalde
Master wargear adds 10 to my skill
Master crafted adds 10 to WS, never jams, and 2 dmg
so if im in cc +20WS, +2dmg
Ranged...+10WS, +2 dmg
Not to forget Storm rule, which should read "anything hit by a weapon with storm is automatically dead"
Erm... Eh? I'm not sure it works like that. Can you break that down? Is the SB taken with wargear and then the chainblade added from standard requisition points?
Tunnelhckrat said:
Def my Master crafted (master wargear) Storm Bolter with attached chainbalde
Master wargear adds 10 to my skill
Master crafted adds 10 to WS, never jams, and 2 dmg
so if im in cc +20WS, +2dmg
Ranged...+10WS, +2 dmg
Not to forget Storm rule, which should read "anything hit by a weapon with storm is automatically dead"
Fancy bonuses, but sadly no fire selector. Oh, and you can't afford to add the chainblade either.
MC Storm Bolter = 20x2 = 40. A chain addon would cost +9 req. 49 is more than the allowed 40 from Sig Wargear (master). And I'm not sure it's allowed to add a chainblade to a sig'd weapon. And if you did, it would probably not get the bonus from the talent. Perhaps only from MC. Assuming it was possible. But what's the point in having a weapon as standard wargear if you're gonna put a chain attachment on it before every mission?
chainblade is added with req, the way i see it, if I use the blade then the bonuses apply
Tunnelhckrat said:
chainblade is added with req, the way i see it, if I use the blade then the bonuses apply
Feels wrong. But I guess it's up to your GM.
Tunnelhckrat said:
chainblade is added with req, the way i see it, if I use the blade then the bonuses apply
Sorry but I would say that your chainblade would have to be master-crafted to get the mc bonus. I agree though that the SW(M) bonus should transfer to any attachments too. Otherwise you'd have to spend a normal SW on a master-crafted chainblade.
Well, I'd be liberal there. But as for everything being dead when hit by a Storm weapon... let's just say that 2*0 is still 0.
Alex
I'm dubious as to the addition of a bayonet to master wargear giving WS bonuses.
If I got the best sniper rifle in the world and put a normal bayonet on it, would I get +10WS? Would I get another +10WS because it's my favourite sniper rifle?
You'd certainly need a mastercrafted chain attachment to get the mastercrafted +10 bonus, because that's the bit that you're attacking with in melee, not the bolter.
Unusualsuspect said:
So far, I've only played a few games... but given we play RAW Righteous Fury and we've all just gotten the renown for it (In the last mission, due to our Devastator not being able to come, our GM gave us a shipment of storm bolters in addition to the bikes we needed for the mission), I can tell you with near-absolute certainty that everyone (barring our Devastator) will probably be picking up a Storm Bolter on our next mission. The sheer mass of d10s getting thrown, as well as the usually massive bonus to-hit, has lead to our Storm Bolters killing multiple hordes with disgusting ease, Tyranid Warriors in single Full-auto barrages, and even several Carnifexes and a Hive Tyrant... the last three in over only 2 turns.
As soon as my character can get the Pilot (Personal) skill, he'll also be picking up a Jetpack. I expect, given he is a Rune Priest, that higher quality Force weapons and a Psychic Hood will be favorites of his. My GM is also working on a homebrewed version of a Runic weapon, but I expect that might require Hero-level signature wargear...
And thus you have spoke for me. The holy wrath of the Storm Bolter is all I need to lay low the Emperor's enemies.
Signature wargear flamer on a arm weapon mount. Though the arm mounting does not normally include flamers, but Brother Durron started life as a (sometimes antagonist) character in a story way before the DW core book came out. So one of his two arm mounted flamers was allowed.