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Primaris Marines in Deathwatch RPG

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My DM and I are trying to stat up Primaris stuff for a up and coming deathwatch campaign. We are hoping /tg/ can help out.
>>
Here's what we have so far.

idea for deathwatch primaris. Rank 1 500 xp buy in. For ease of use don't fuck with implants/organs. Treat it as a chapter choice, they can only take primaries specialties intercesser/librarian/hellblaster/Inceptors with additional 500 xp buy in for the more advanced ones reiver/aggressor. Mark X armor is only slightly better. Perhaps 1 more armor point and the reiver scout only being 2ap behind for a +10 bonus to sneak. Give them rivals (adeptus astartes) and rivals (adeptus mechanicus) they're new and untrusted, and tech heresy. Make a rule for them being penalized for not using primaries gear (because that is all cawl allowed them) and it should be semi balanced.
And give them downsides for each geneseed primarch to choose from.
Corax giving translucent patches of skin, Russ causing them to look way more feral, and I mean all the primarchs, Kurze giving them horrible nightmares of possible futures, Magnus giving them red skin. Possibly some plus sides down the line in talents, like Russ giving bite attacks, or Corvus giving 2 rounds of invisibility?
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>>54154344
No, don't dignify the chadmarines
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>>54155779
>Stop having fun!

kys senpai, really.
>>
>>54155779
t. manlet
>>
>>54154344
+5 wounds, have Swift Attack as standard (and get a free extra DoS on all such rolls), count as Hulking in size without the black carapace being able to help them out. Maybe give them +5 Strength and Toughness to in order to account for improved physiology that doesn't show up in the wargame's statlines. Deal with extra organ shit/retcon as more info becomes available.

As for gear, bolt rifles are easy enough. 125m range, Pen 5, done. Modifying other weapons should be relatively easy too.
Thread posts: 6
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