I've been talking to a friend that is playing in a Deathwatch game. He's been informing me of the hilarious hijinx and the fact that they call themselves Special-Marines (the DERP kind of special), probably because their melee combat fury ridden Blood Angel was taken out by a grandmother with a rake after he tried to jetpack up to her through a hole in the living room floor of her house...yes, this happened. So my house mate and several other of our friends decided to dissect the book and figure out what to do. These are the things they've come up with:
1.) For 15 Req you can add or remove a trait from a gun. Is there a limit to this or is it just do as you please? An example I've been given is a Bolter with Felling 2, Storm, Toxic, Devastating and Accurate. Once I looked these things up I nearly cried. Is this possible, or are they missing something? Also there's a breach weapon that does something around 4d10+5, which is balanced because it's Unwieldy. Yet, you can spend 15 Req to remove the Unwieldy trait and then dual-wield them, thus having spent 30 Req (15 for each) you now have two 4d10+5 plus strength bonus with a power field weapons. I know the damage is probably not completely correct, but you understand.
2.) With Req 15 you can also get 100-300 Reserve Guardsman Horde (Mag 50). My friends want to know, can you combine them into a Mag 200 Horde that eats lightning and craps thunder? I said I wouldn't allow it if I was GM but the book doesn't seem to specific. Also, is there a limit to how many times you can take this? Kinda defeats the purpose of an elite shadowy space marine faction when one guy has 300-900 men (for 45 Req, 15 each) following him around and shooting their flashlights at anything that moves.
Please give any assistance you can before I have to burn them all for being Heretics.
-Mike C