Having a bit of fun with Termies

By Frostfire, in Deathwatch Gamemasters

So, I've been pondering over Terminator armor and it's comparisons to the 40k fluff. I think the stats are rather solid, but they just don't feel...epic enough to me. So I've been working something to spice it up. Lemme know what you think.

As a GM i am going to make up about ten armors or so for my group. Each will have between two and three armor histories, between one and two favored weapons, and each will be culminated in a secret history for the armor about magnificient things that it's done. Each one will be given an epic name and a bit of an appearance description.

I'll print the name and it's description on the back of an index card or something appropriate. On the Front, the vital statistics, such as the armor for locations, strength bonus, and one of the histories, a minor one, will be placed. When players choose the armors, they only get to choose based on the name, and can only give vague descriptions of their armor to each other "Mine seems to shoot good.", "Mine is relatively good at close combat".

After so many times reqing the same armor, a bit more of it's history and capabilities is revealed to them, and when certain match ups are done, that will be revealed as well. Those holes under the eyelids? They're for a space wolf to smell and use his hightened senses. +5 BS because this one likes a storm bolter in it's right hand. After three missions, you've learned the eclectic way this suit moves actually is it's quick reflexes, and have learned to follow it, +5 agility. This information is only available and applicable to those who have worn the armor to be familiar with it.

And if they can unlock all the secrets of the armor, to understand it the best that they can, maybe they can have the artificers attempt to modify it for additional req. A spotlight added here. The ability for a servo harness to be mounted outside (should be available alreday on some, but maybe the tech marine likes this one), Put a weak forcefield in so the helmet can be off but can still keep atmosphere in, or just general requests by players.

This way, players can explore these vaulted suits of armor in a unique way. I'll try to make the ten have unique back stories and make them all pretty pro, none better than others, but I think it adds variety and excitement..

What do you think?

Kit that 'levels up' with players is a solid idea and one that players enjoy and get into, but it's best to be mean with the bonuses and keep them small.

Otherwise you end up with the 'stormbringer effect', where the 'magic item' becomes more characterful and 'better' than the character. In epic games it's the GM's job to make the players feel awesome, and you have to be slightly careful not to let their kit detract from that, nor to ever make them feel less important than a suit of armour.