Starting skills for a house rule we use.

By douglas9521, in Deathwatch

Hi all,

looking for some suggestions to a house rule we have but one of our players has come up with a fair point.In our game all players begin with the pilot(personnel) skill as they would have learnt it during their service in our minds.The assault astartes speciality then gets the talented-pilot(personnel) to show that's why he's staying on that route of expertise.We now have a new player who is following the route of a son of fenris and has pointed out how they don't go in for that jump pack shenanigans.We thought this was a very good point so we gave him resistance(cold) to replace the pilot(personnel) skill that we give all starting players but he still wants to go for the assault astartes path so any suggestions what skill to accent his being an assault orientated son of Russ?Any help will be much appreciated :)

Not all Space Wolves have a turn at using the jump pack, but a number of them do - Skyclaw packs. Just fluff him as being a Skyclaw. Then he'd have learned Pilot: Personal. Problem solved.

Also Space Wolves get another Heightened Senses and Counter-Attack for free, they don't really need much help.

Cheers bud,certain possibilities there.Never heard of skyclaws before but not been into TT for a long,long while so nothing unusual there:) I can find the heightened senses smell but cant find the free counterattack talent for them.Am I missing something?

Counter-Attack and Flesh Render are both in the errata.

Well sure, most space marines go through their assault phase. But, is their jet-pack license up to date when they join the deathwatch? Or will they have to go through a re-training course in order to re-qualify on the use of the equipment?

Soldiers rarely forget how to shoot their rifles, but they have to re-qualify on them every year.

Also it's SO CHEAP to buy, it's hardly worth quibbling over.

I'm of the generous sort. I give all of my Deathwatch 1,000 xp worth of free skills. Specifically, they get Drive (Skimmer/Hover), Pilot (Personal), and Survival added to their starting skills. The Assault Marines specialty increases one of the starting Drive or Pilot skills to +10.