so i had a chance to look at the book at the FLGS yesterday (unfortunately, they only had one book for two of us wanting to buy and i lost out!) and i have to say that some of the stuff in there is definitely overpowered if you simply LET your pc's pick and choose instead of rolling as recommended. an example is the Mk8 armor... i can't see ANY disadvantage over getting it compared with the mk7. it's got better chest armor, the ability to deflect head shots, and a disadvantage compared to mk7 of... nothing! the mk6 beakie has a +10 agility and +5 perception for -1 chest armor; i'd say that it definitely in the plus category but it at least has some disadvantage. in addition, there is a deed that lets you for 300pts IIRC pick an armor ability instead of rolling for one; you could easy simply pick a Mk8 armor chest for your mk6 and get a chest armor of 11, +10 agility, two armor abilities, and +5 perception compared with a Mk7 set for 300xp. in the end, none of this is absolutely gamebreaking and easily houseruled so no huge deal but definitely an eyebrow raiser.
i see a somewhat balance in that the new armors are supposed to be rolled for (instead of chosen) but i think i'll allow my pc's to choose their armor types as a signature wargear pick. they'll still have to roll for the armor abilities (no choosing the ones the armor comes with "free") though. in addition, i'll probably change the mk8 to have NO armor ability (its too new fluffwise to have a history/quirks) and the mk6 to a +5 to agility instead. any thoughts on this? i'm trying to give my players the ability to fairly customize their marines (and figs since we do use them and most of us play 40k) but to not unbalance the game too much when doing so.
i do appreciate that FFG included this stuff though in the book and its one of the MANY reasons this one is a MUST BUY for any serious DW