LORE HAMMER INBOUD
3 years until they have harvestable geneseed? or 5 &10? In the history for all the Marines they became tacticals 3 days before the start so they would have only just recently had the Progenoid implanted. (Subject to change as you progress I'm sure) will you have it so at 5 years you only get the 1 Geneseed and after 10 you get the full 2?
Three years because everyone has had two years of training post-Black-Carapace before the start of the game. (The scouts also had two years of training, and have had the progenoid implanted, but are assumed to have not yet been given the black carapace. (Lore, from what I can tell, is unclear on whether the not-quite-power-armor-not-quite-carapace-armor of scouts requires the black carapace or not, but seems to lean in the direction of not.)
(Part of me wants to not actually have any techmarines at the start, as lore says that's a 30-year program.)
Any possibility of harvesting Geneseed from Marines without having to lose them in battle? (Not done often but possible to harvest without killing the marine)
I'll make a note for this. I lean toward letting the 5-year neck geneseed be harvested from a live marine, but not the 10-year chest one.
Will we be able to have lovely tanks slaves to grow geneseed in? From an initial set of 2 Geneseed you could make a whole Chapters worth in a Century.
Probably, eventually. I don't think I want the requisition system Duke used, so I'm pondering a system that's a combination of having a good relationship with a particular imperial planet, combined with specialists (in this case, probably mostly apothecary) with the knowledge to do the thing.
Also happy to bear the good word, in the newest edition all of the original marines are receiving +1W, including CHAOS Marines! Seems to be a purely gameplay increase to make them tougher and not a lore thing that suddenly theyre all stronger now.
LORE HAMMER END
I love the idea of it persisting forever, random incursions etc could keep it going indefinitely even despite you "Securing" the sector
Ah, this is in 9th, I assume? This is another minor annoyance of trying to mirror tabletop... there are enough minor differences that it can be hard to track. I was referring back to my old 3rd ed Tyranid codex recently, and noticed that back then, deathspitters were blast weapons! (Plus, back then, tyranid weapon stats were based on the base species stats, which I though was cool and am sad they got rid of.)
But this is one I'm a fan of... the idea that all of the genetic and technological work that was put into a marine added up to the same difficulty to kill as an ork always felt wrong to me. Two wounds definitely helps makes marines feel closer to the lip service they get about being so superior to a guardsman. (But, really, I think the granularity of the system is hampered by the d6-ness of it all, which is why I'm basically using GURPS rules in the game code.)