New Player Questions...

By rvrchamp, in Deathwatch

Hello, hello!

My game group and I are just getting started with Deathwatch, and we've been pouring over the books in preparation to creating our characters. I have decided to go with an assault marine. I'll list here some of my questions:

1) (ANSWERED Thanks!) While reading through the books I recall some sort of deed/talent or some other character upgrade that allows you to pick a specific piece of wargear as a personal piece of equipment (I think the choices were something like combat shield, power sword, master crafted chainsword/bolter, ect). I also remember the deed or talent costing something like 400 xp points. The problem is I cannot, for the life of me, remember the exact name of this skill/deed/whatever, or what book it came from! I do specifically remember that it was NOT the signature wargear upgrade from the base rulebook, and remember it had a list of restrictions to what you could/couldn't pick.

2) Looking at the Assault Marine skill set, I notice that at rank II the lightning attach talent may be purchased. However I do not see how an assasult marine could purchase this ability, as I do not see the prerequisite skill "swift attack" talent listed under the Assault Marine skills, the Basic Marine skills, or the deathwatch skill set. Did I miss something?

3) Looking at the wargear, and taking into consideration beginning characters, there really in't much to do with your requisition is there? It seems most wargear items need at least one rank of renown. So, what do I do with that 50 requisition? The only "exciting" stuff I see are grenades, special ammo, and the random fun object.

4) Looking at the skill charts, I notice there are a great deal of skills/talents that seem to "take up space." For example, Deathwatch marines are already trained in awareness... So why is it listed under general space marine advances? Is this just to illistrate the 13k of starting experience? Seems really confusing to me as I keep looking at skills I think may be useful, only to realize marines are already trained in these skills.

5) Sound constitution: am I to understand that the number in the parentheses is the number of times it can be purchased, or is it the number of extra wounds that are granted upon purchase of the talent? For example, does Sound Constitution (x2) give two wounds upon purchase for 1,000xp, or can a character purchase it twice at 1,000 to get one extra wound with each talent upgrade?

Help me Obi-wan, you're my only hope!

~ champ

Right Gear for the Job on page 85 of RoB?

Alex

ak-73 said:

Right Gear for the Job on page 85 of RoB?

Alex

Ahhhhh... that was it! Dang, only for tac marines though huh?

Man, I spent like 2 hours rereading books trying to find that dang skill. haahaa

thanks a ton

2. All assault marines start with Swift attack, P73 core book, just above the choice of special ability.

3. Yeah generally not a lot you can do with req for the first few missions, but the ammo is good, the extra 50% range from kraken rounds can really help a bolt pistol out

4. the skill thing is a little wierd but is structured like that on the off chance FFG release something where you might be a marine without those skills to start with, all the 40K game lines have that little wrinkle

5. Sound con (x2) would mean that you can buy it twice at the listed cost

rvrchamp said:

3) Looking at the wargear, and taking into consideration beginning characters, there really in't much to do with your requisition is there? It seems most wargear items need at least one rank of renown. So, what do I do with that 50 requisition? The only "exciting" stuff I see are grenades, special ammo, and the random fun object.

Special ammo is pretty much all you can get at 1st level, but don't knock it: Kraken Rounds are huge in the game! -And this is kind of backed up by the Tabletop game where (in 3rd Edition, at least) Deathwatch Marines always have special ammo...

Starting characters are limited in their choice of additional weapons. There are two chocies which leap out though which are solid weapons. One is the flamer. A flamer of any stripe is not be underestimated in its utility versus hordes; especially the heavy flamer with its 10 +1d5 damage to magnitude for 1 squeeze of the trigger. If you can pick up the Cleanse and Purify talent it even more awesome. Teh second is the missile launcher which is extremely useful in its possible applications. There are a few other assorted items one can pick up like a trusty chainsword which is much better for getting up close and personal than a combat blade thanks to the Tearing quality.