Starting a Techmarine...

By DocH2, in Deathwatch Rules Questions

I'm building a Techmarine for a new DW game, and I've got a couple of questions.

I get to pick a starting cybernetic... can I go with a servo harness? Would I be able to take the Servo Harness Integration Talent it mentions in the description, or would it just be useless for now?

I'm trying to build him with long range fire support as a secondary role. If I don't go with a servo harness, what would be a good cybernetic to go with? My power armour has the Bring Death from Afar history... what's a good starting weapon to use as a sniper rifle type setup?

DocH said:

I'm building a Techmarine for a new DW game, and I've got a couple of questions.

I get to pick a starting cybernetic... can I go with a servo harness? Would I be able to take the Servo Harness Integration Talent it mentions in the description, or would it just be useless for now?

I'm trying to build him with long range fire support as a secondary role. If I don't go with a servo harness, what would be a good cybernetic to go with? My power armour has the Bring Death from Afar history... what's a good starting weapon to use as a sniper rifle type setup?

Firstly, you can't pick a servo harness as it requires a talent to be able to use it and you can't take that talent til rank 4 (i believe).

For the second part i would either go for the ultra pattern sniper from Rites of Battle (it says exotic but it counts as an Astartes weapon so you can use it from the off) or, go for the lascannon (my favourite! massive damage to single targets + long range) either way get a decent melee weapon too (don't worry about using the servo arm in melee - use this to hold your "heavy" weapon while you smack 7 shades of shite out of anyone who manages to get close to you).

Bolter+zoom scope is a very nice "sniper" weapon, works even better up close.