Siranui said:
Then I'm mistaken. My initial glance at the Arcane Weaponry section caused me to raise a bit of an eyebrow on the 'WTF' front, and I thought I'd read something about it being fairly uncommon. Given the enormous number of combinations of Arcane Weaponry though, I might not make everything the players want easily available, but that would be a house-rule and out of scope.
It's really not useful for the UM tac. You're paying 3000xp for a the Iron Halo and either a random amount of requisition, or a random amount of Cohesion, and preventing yourself from taking any other Speciality. It's over-specialising, and the system doesn't reward you for it, for many of the same reasons that Champion is of little use to the AM (except instead of stuff costing tons, it's all stuff that you've already got!).
I'd be interested to know what the norm for renown is. Maybe we are off-piste with high renown, but it hasn't seemed hard to get: A clean slate on every mission, combined with oath of glory and some heroic deeds has raked it in at not-quite-double-digits-per-mission. At 1000-1500ish XP per mission, we're getting 3-4 missions per Rank and it's not seemed a problem to get a little over 20 Renown per Rank. How does that compare to others?
Kicking Renown into a group fund so that the Dev can have a Suspensor or whatever is nothing to be ashamed of, and benefits everyone. Still: If you're uncomfortable in spending XP to do that, then just buy an Adamantine Mantle: A brilliant piece of kit. Or strap a missile launcher on your Termie suit! Additionally, Relic Armour may *only* be obtained via Wargear, and can't just be 'rented' with Requisition, I believe. So for a 'normal' character who wants Relic armour, they're not going to be able to have another relic or 'big toy' without wiping out most of their Requisition.
I'm not making a snide remark. I'm stating that if you play with a GM who is not generous with Elite Advance prices, uncomfortable with them, or does not like allowing Elite Advances for 'trademark' combat talents that aren't within your class list, then Champion offers a no-quibble out-of-the-box solution; just as many of the other specialities do.
By RAW,you can take it as much as you want. Our GM has house ruled,however,that each character can take it only once/mission for one weapon. Otherwise,our Librarian would be running around with a Razor Sharp,Tearing,Toxic,Felling(1) Force Sword[in my estimation,anyways].
Watch Captain is still pretty useful for an Ultramarines Tac. You get a 200 XP discount on Command+10 and Command+20. You get Master Orator a rank early for 200 XP less. You get access to the Commanding Presence talent,as well. Improved Tactics[reroll a number of Tactics tests and automatically enter Squad Mode a number of times equal to your Intelligence bonus] is pretty cool,or if you use Bolster Morale along with your Ultramarine ablility and combine it with the Defensive Genius or Strike Team Specialist Deeds,you can spam a ridiculous array of Squad Mode abilities and turn your Kill Team into a veritable juggernaut. Plus,as a Watch Captain,you can always just pull rank on any member of your Kill Team that is being problematic,and being the default Kill Team leader also ensures that your character will be front and center in the spotlight and have plenty of good role-playing opportunites.
Your group's Renown seems high with both the game I'm currently playing in,and the game I ran as the GM. The current game I'm in has the group sitting at 41 Renown with most of the group in the mid rank 4 range. The group in the game that I ran had 15 Renown when it hit Rank 2. In both games,we used the rotating system of leadership,where everybody is suppossed to get their turn,as oppossed to having a go-to guy as the defacto leader. We find that it helps discourage min-maxing,as everybody has to put some points into leadership qualities to do a good job when it's their turn,and it also helps ensure that players get their fair share of spotlight time. In fact,the group that I'm a player in voted to "ban" the Watch Captain advanced speciality because we enjoy passing the torch around. Oath of Glory tends to spike the Renown rewards for an adventure big time,however,so if your group takes it a lot,that's probably why your so far ahead of us on Renown. We had a huge problem with our group in a Dark Heresy game when it came to gear. My Scum could find pretty much any piece of gear anywhere in the galaxy,one of the character's had a Noble background and was more than willing to shell out some scratch to buy stuff for the other characters,and the group's Tech Priest would buff those items further. The GM was running premade adventure modules,and was having a hard time challenging the group because our gear was so much better than what the adventure planned for. Now,the group police's gear a lot more stringently,which is a big reason why we don't take Oath of Glory all the time.
I'm one of the few players who has taken Signature Wargear so far,so I'm usually kicking into the pot,anyways,so it isn't a huge deal for me.
Fair enough,then I rescind the "elitist" remark on the account of the fact that I apparently misinterpreted your post.