I'm planning on starting up Phase II of my Deathwatch campaign as soon as I finish up a Star Wars Saga game I'm running for a few friends. Yesterday I received an email from one of my players (a Dark Angels Apothecary) indicating that he wanted to retire his character and make a Salamanders Devastator instead. I'm perfectly fine with him making a new character- the Kill-Team has needed a dedicated heavy weapons specialist- but I've hit a snag.
Without the DA Apothecary, the Kill-Team completely loses its medical aspect. I would just make an NPC Apothecary to serve as heal-stick, but an established Dark Angels Tactical Marine/Chaplain NPC already serves with the Kill-Team. As an Apothecary can serve as a Chaplain, I can rebuild that NPC to serve as both physical and spiritual medic. However, the less work I have to do, the better, so I'm considering assigning a pair of servo-skulls to the KT's Techmarine. Said skulls would be equipped with medical equipment (effectively a narthecium and reductor) and serve as the KT's medic. I run a pretty canonical game, excepting the rather noble-bright tone of some portions, so would allowing a servo-skull under the command of a Forge Master to perform the activities of an Apothecary be too fluff-breaking? If so, what would you suggest as an alternative fix? Rebuild the Chaplain into an Apothecary? Use a servitor instead of servo-skulls? Build an additional NPC to follow the team? Thanks in advance.