1843:
That's where AC got the 1 point left over from...302 said Sappers was 2 points when it's 3 as far as I can tell from the book.
So no extra points unless AC is being nice :)
Yes, I am being nice. It may not happen often so jump on it while you can. ;)
1001:
People didn't seem to figure those in to these ideas from the start, and as someone considering a Heavy, it kind of matters, since I can choose the Regimental Favored Heavy weapon as the one I'm equipped with. Since we appear to be going with a close-up focus, something like a Heavy Flamer is probably the go-to?
Just wanted to throw this out there, in case it was missed a while back in the posting. I see 'Autocannon/Meltagun or Autocannon/Plasmagun' mentioned a couple times and want to remind you guys that there are not individual Favorite Weapons, it is a Regimental set of favored weapons.
GSN 1610292302:
GSN 1610311843:
Barring house rule no. Though you can spend a pitifully small amount of your kit points (3) to get a stub revolver or more significant amount to get an autopistol or stub auto (8).
I was asking for a house rule. Logic would be they wouldn't give las guns to a regiment not trained in las since our primary is SP. But we know the munitorum isn't logically.
I'm cool with either: melta/autocanno or plasma/multimelta
I would like to step away from a house rule on something as basic as modifying starting gear when it is available through normal expenditure of points in the game system, as written.
2411:
Why? ST never said we would be fighting on our homeworld. Our backstory does not have to and in fact it would make little if it was connected to the campaign because that's not really how 40K works. Even if we did start on our homeworld that still would't make any sense. Being trained in the ruins of a Lathe World would not provide the same benefits as being trained in a Lathe World.
Right, and I agree. This planet you are fighting on is NOT your homeworld, and in the initial conversations it looked like you were leaning toward mining colony, so I wrote up a quick background on your founding. Now you've changed that to post-apoc, which is cool in my mind, and the fact that you are cyber-dudes makes it even more interesting to me...especially when I factor in the Tyranids as your first enemy here. I look forward to posting the Regiment and its details either very late tonight or early in the morning.
That said, I will also be posting the list of available Cyber implants you can begin the game with. More will open up as the game progresses, based on storyline arc and successes in missions. Having Enemy (Inquisitor) and lots of mechanicus background really makes this an intriguing setup for adventure, to me, as a GM. :D
If I have missed any questions or concerns, let me know here, please.