GSN 1610311843:
Adeptus Custodes:
GM:
Additional Equipment
Crafting Workshop - Solid Projectile Firearms & Ammunition
Crafting Workshop - Laser Firearms
Crafting Workshop - Electronics
Keep in mind the categories you have available at the outset of the game. So...no armor mods yet. Probably after success on the first mission. Can't make things too easy for you! ;)
So a small bonus to a single type of SP weapon or ammo that might also include grenades?
Ex...Regiment favored heavy weapon Autocannons or kit Combat Shotguns get a +1 damage
Frag or a Krak grenade increasing the Concussive quality by +1
Thanks, I was going to do this soon too. Great ideas and summary.
I'd say increasing damage by +1 is better than adding +1 Pen to start ourselves off. If we hit a damage boost cap, then we can delve into pen. If we get 2 upgrades, I'd say +1 damage on shotguns and autocannons. It doesn't help my sniper rifle, unless we give the +1 damage to standard ammo, but that's a bit gamey, and I know AC will not allow standard rounds to get a +1 that gives all SP weapons +1 damage. But he could be nice (probably not).
The combat shotguns are prevalent and the autocannons are our big DPS sources, so buffing these should be our high priority.
Failing that, I'd say +1 damage or +1 meter radius on frag and/or krak would be wise. That benefits our grenade launcher pal, but also each of us, since we all pack grenades. So it's a benefit to all, regardless of regiment. So that's a positive for buffing grenades...but I'd still set it below shotguns and A/Cs.
In order, I would go:
1) +1 damage to combat shotguns
2) +1 damage to autocannons
3) +1 damage to frags (goes from 2d10, to 2d10+1)
4) +1 blast range (from 3 to 4) on frags, helps on scatter misses, increases chance that it still affects target by by 16% (scatters 1d6 meters).
5) +1 to concussive on krak (concussive 0 to 1)