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Best piece of gear?

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SomVone said:

 Power Armor. It does so many things, and I often forget just how useful it is.

This. Just because you don't have to specifically Requisition it doesn't mean it isn't awesome...

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Is it lame to also really like the basic Bolter?

Most of my group always goes for specialist wargear, or gathers flamers or meltaguns or different heavy weapons and so on. I tend to stick with the basic bolter and spend my Req on specialist ammo (and things like Blind, EMP and Cryo grenades). It's worked so far (and not just when I'm playing my DA Libby).

BYE

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H.B.M.C. said:

Oh yeah! The book's been out for a while now, so I can finally say what my fav piece of gear is:

The Fire Wasp!!!

30 req of pure awesomeness. It's common to have 1-2 of those in every session we play.

BYE
 

My Techmarine player just found out about the Fire Wasp last night. He has already professed an undying love for the drone, and plans to have at least two with him when the rest of the team is kitted out in Terminator armor.

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I've always loved the Chainsword. There is just something about a chainsaw made into a melee weapon that really tickles the inner psychopath in me. The thought of one of those bad boys just ripping, tearing, grinding through armor and flesh just puts a smile on my face like nothing else.

Dreadnaught armor is a close second. "Yes, you killed me. So what? I'm just gonna go get myself a bigger set of armor and come back and kill you better."

That being said, for non-weapon gear, my favorite item would have to be the Multikey, it's like a high tech skeleton key, whats not to love? Though the name does tend to bring out Fifth Element remarks about my "multi-pass".

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My favorites in order...

 

1. My Consecrator Librarian's mastercrafted Force Sword. Rank 1 starting gear with the Consecrator's creation perk. GM made me come up with a name for it, so I call it Veritas est Eventas, roughly meaning Truth is Consequence. A suitably dramatic name for an Unforgiven's weapon of choice. lol. I'm really reluctant to take up another melee weapon once I reach a higher rank. I got quite the soft spot for that weapon.

2. Stalker pattern bolter. I think I kinda broke this gun on accident the other day... one of the players in my game decided to run a high level DW game of his own. He gave us the players free reign to make rank 5 starter characters, and he made a point to tell us to make 'em "epic". I made a rank 5 tactical/kill marine that's a pure recon and bolter specialist. I'm pulling off shots right now that are doing obscene amounts of damage at max range, and with about ten mags of various specialized ammo I feel ready to take on just about anything. Really not intentional, but stacking up talents, traits, and deeds of distinctions all based around mastery of marksmanship and bolter weapons can make any and all bolt weapon shine, the stalker pattern in particular. When it comes to dealing with hordes though, you just need lots more dakka than the Stalker can lay down, which is why my third favorite is...

3. The Storm bolter. It makes 80 magnitude hordes go *poof* in one full auto burst. Metal Storm bolter rounds, bolter drill, storm of iron... I wish storm bolters were that amazing in the tabletop 40k. Really just a beautiful thing.

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xXGhostBladeXx said:

3. The Storm bolter. It makes 80 magnitude hordes go *poof* in one full auto burst. Metal Storm bolter rounds, bolter drill, storm of iron... I wish storm bolters were that amazing in the tabletop 40k. Really just a beautiful thing.

If you use the errated weapon stats (your call), storm bolters don't have full auto.

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bogi_khaosa said:

xXGhostBladeXx said:

 

3. The Storm bolter. It makes 80 magnitude hordes go *poof* in one full auto burst. Metal Storm bolter rounds, bolter drill, storm of iron... I wish storm bolters were that amazing in the tabletop 40k. Really just a beautiful thing.

 

 

If you use the errated weapon stats (your call), storm bolters don't have full auto.

 

That's using the errata actually... meant to say that 80mag hordes disappear under a hail of SEMI-auto fire with that gun, lol. Gun would be utterly ridiculous using the non-errata rules.

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The Astartes Assault Shotgun is hands down probably the best early game gun. Very cheap, has no renown requirement, does more damage that a Bolter, gets Tearing and FELLING from Slugs (which are only 4 requisition a clip!), and can go Full-Auto with a ROF of 5 so even with my Marine's Ork like BS I can still hit things pretty easily.

The only weakness is it's short range, but hey, I'm an Assault marine. I don't do long range.

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Neo_Crimson said:

The Astartes Assault Shotgun is hands down probably the best early game gun. Very cheap, has no renown requirement, does more damage that a Bolter, gets Tearing and FELLING from Slugs (which are only 4 requisition a clip!), and can go Full-Auto with a ROF of 5 so even with my Marine's Ork like BS I can still hit things pretty easily.

The only weakness is it's short range, but hey, I'm an Assault marine. I don't do long range.

That Pen 4 on the errated stats must be a typo.

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My gaming groups agrees entirely with your statement. We discovered the full potential of that gun several sessions into our first mission. Felt pretty salty about not looking at it earlier, probably would have req'ed a few for our own assault marines.

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Neo_Crimson said:

The Astartes Assault Shotgun is hands down probably the best early game gun. Very cheap, has no renown requirement, does more damage that a Bolter, gets Tearing and FELLING from Slugs (which are only 4 requisition a clip!), and can go Full-Auto with a ROF of 5 so even with my Marine's Ork like BS I can still hit things pretty easily.

The only weakness is it's short range, but hey, I'm an Assault marine. I don't do long range.

 

^^ agreeing with this statement. Hit reply instead of quote it seems, lol.

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I am almost certain the Pen on the errated shotgun is a typo. Otherwise it would conflict massively with both 1) the Legion Shotgun in BC and the Raven Guard shotguns in First Founging and 2) the very notion of how shotguns work.

I'm also almost certain that the damage on frag missiles is a typo.

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 Cryo-grenades. Their ability to flash-freeze anything short of a carnifex or greater daemon, combined with a marines stupidly long range when throwing a grenade, has been put to great use by me in the past, and they aren't prohibitively expensive.

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