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Rhazagal

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  1. Two librarians are a fairly powerful thing, especially if one of them rolls for a Space Wolf, takes perform (storytelling) [which can be used like Command in some situations], gets elected the boss of the group and constantly takes Oath of Knowledge for the group. Those psychic phenomena become much less dangerous when the Libbys can reroll the results of their Phenomena; even more so if they take Rite of Sanctioning [available at first level]. The Libby of my group constantly pushes his powers, because the forementioned combo makes him laugh at the prospect of psychic phenomena causing a Perils. Heck, the SW Runepriest two-shot the Broodlord in Final Sanction by smacking it first with a pushed Smite, followed by a Killing Strike and a Push with his force sword the next round. In short, as long as your players don't discover the combo I mentioned above, you should be fine
  2. There is something I want to ask from all of you who have been praising Damned Cities as a "fun" and "balanced" adventure... *SPOILER ALERT!* What in the blue hells are your Acolytes armed with? My group had unbelievable trouble fighting the undead monstrosities despite having a psyker who could never, ever miss if he wanted to (armed with a bolt pistol), a dead-eye sniper Assassin-aiming-to-be-Vindicaire with some Accurate rifle, a Boltgun-toting Techie and a crazy chainsword-swinging feral Guardsman. Seriously, the Risen Dead are probably the most stupidly broken enemy I've seen in any DH adventure. TB of 8 is bad enough as it is, but when you add in to that their zombie-rules, they get all kinds of ridiculous real fast. Did you fellas downgrade them in some way? All the other three adventurers in the Haarlock legacy have so far been most enjoyable (both to the GM and the players), even more so since during House of Dust and Ash it was revealed that the group's Techie (rolled randomly in secret) is of Haarlock's blood.
  3. KommissarK said: Well, some would read that the Temple Assassin trait allows them to dodge hordes. In my game, I make them use two reactions to dodge a horde in melee. Hey, that's a pretty good one. I'll have to keep that one in mind for my own games in case someone rolls up a Vindicaire.
  4. ItsUncertainWho said: Rhazagal said: By the rules, neither should a Force Weapon be part of starting wargear, and the Librarian still gets it. I fail to see why a Chaplain shouldn't get a powerful defensive piece of wargear as standard when several other specialities get grossly powerful offensive pieces of wargear stock-standard (Force sword and heavy bolter, anyone?) So the heavy weapon specialist shouldn't get a heavy weapon? That's not what I said... I'm all for the Librarians getting Force Swords and I like the fact Devastators get heavy bolters. I also agree that the Chaplain should get a Rosarius even if it means bending the Renown-rules.
  5. Hadriel said: I think it is obvious that fellowship, willpower and weapon skill should be the low cost attributes. Also a rosarious cannot be a starting piece of equipment, not even if it makes sense for the fluff. By the rules, neither should a Force Weapon be part of starting wargear, and the Librarian still gets it. I fail to see why a Chaplain shouldn't get a powerful defensive piece of wargear as standard when several other specialities get grossly powerful offensive pieces of wargear stock-standard (Force sword and heavy bolter, anyone?)
  6. Tidomann said: Edit: Remember force weapons also deal 1 additional hit automatically. Because power weapons generally have better penetration and damage than a horde creatures armor and toughness, this usually entails an additional point of magnitude damage per round. Say the weapons penetrations and + damage do not automatically deal a wound, remember that it gets ~ a +10 damage from the space marines strength- easily auto inflicting a wound, and thus a point of magnitude damage. Really? I don't recall seeing the Power Field quality (which, as we all know, makes the weapon cause an additional hit to a Horde) on any force weapon. Has this been FAQ'd or something? o.O
  7. I really can't wrap my head around this little issue... Does a Marine inflict a point of magnitude damage onto a Horde if he only gets a standard success or one DoS, or is a minimum of two DoS required to do anything to a Horde?
  8. A quick-and-easy method of fixing the issues with Righteous Fury is to tweak the mechanic a little. instead of letting the player roll ALL the dice again, let them only roll any dice that actually came up as "10". If any come up as 10 again, then repeat the roll until the die no longer displays a 10. Has worked well for my group.
  9. They could also be derived from the 2nd or 11th Legions, both of which have unknown Primarchs.
  10. ak-73 said: Death Is Joy gives one additional damage point per attack. It doesn't double anything. Thus your librarian should do 3 (unfettered PR) + 1D10 (AOE power) + 1 (DIJ armour) for 5 to 14 points of magnitude damage, 9.5 on average. Your Rune Priest might not like these news though. And your runepriest should be warned: there is a 25% chance for Perils of the Warp when Psychic Phenomena is triggered. Just read through entry 39-46. A major enemy in the Purge The Unclean campaign has fried herself that way. Can happen to PCs just as easily. And that's only the entry 39-46. Other fates are worse on that table. Use fettered + invocation whenever you can, especially against hordes. You don't want the warp to consume you because of a bunch of mooks with stub revolvers. Well that's a relief, actually. I was getting worried I had accidentally made a total monster! Huh... So THAT is how the armor works? Crikey, all five guys in my gaming group got that totally wrong, but I'm just happy I can tone down the punishment dealt by my Runepriest; makes me more on-par with the other players as opposed to being leagues above them. As for the perils of the warp... Well, my RP is still the chosen boss of the mission and he still has the free reroll to psychic phenomena from the Oath of Knowledge (and it looks likely that he'll be the dedicated boss on most every mission since I'm the only one with ANY leadership capability... Yup, no Tac-marines in the group!) so I'm not too concerned. Thanks for the input, I'm sure just the clarification on the armor's property is going to work wonders on improving everyone's gaming experience in my group!
  11. ak-73 said: Rhazagal said: pee said: For all 10 bolts of the heavy bolter to hit you need 10 extra degree of success. How is this possible? You only need 9 degrees of success, since a standard success gives one hit and then one extra/DoS. So when rolling against 95, you will hit ten times by rolling 01-05. Low chance, but it's there... If you have a a BS of 55 and a total modifier of +60 (not unlikely), you even have 25% chance. Alex That depends on whether or not you rule a cap on the shot. I personally cap it at 95, even if modifiers would normally take it higher. Just a personal preference
  12. How about this for a Force Axe: 1d10+4 Pen 3; Unbalanced, Special?
  13. pee said: For all 10 bolts of the heavy bolter to hit you need 10 extra degree of success. How is this possible? You only need 9 degrees of success, since a standard success gives one hit and then one extra/DoS. So when rolling against 95, you will hit ten times by rolling 01-05. Low chance, but it's there...
  14. Hello everyone. Recently rolled up a Space Wolf Librarian, got him the "Death is Joy" armor (double damage from all hits vs. hordes) as well as the Smite power and, now after two sessions, I can't help but shake my head at the ludicrous power the combination has against Hordes. As Smite is a psychic power that affects an area, it gains the extra 1d10 hits against hordes. Even without pushing my Rank 1 Runepriest deals an average of 16-18 magnitude damage (3+5/6, then doubled) per round with no real effort, and when pushing the damage gets even more insane. On similar note, Librarians over all seem to be insanely powerful. In the Final Sanction adventure during an ambush by eight Genesimmons... errr... Genestealers, my Runepriest slaughtered through six of them, pretty much oneshotting them as he went whether it was through Smite or liberal application of force sword+channeling. I could naturally push all the rolls with no fear since I was elected as the leader of the kill team and chose the Oath of Knowledge that lets me reroll the psychic phenomena without having to expend Fate. Can the other Marine classes catch up to the punishing potential of the Librarians later on, or is the whole concept of Librarian doomed to be overtly broken from first to last rank? Should I propose banning the "Death is Joy" armor history from the game entirely? I'm saying this because I think the other players are getting a little less enjoyment out of the game, dealing maybe 3-5 magnitude damage/round to the hordes (Devastator notwithstanding) whilst I consistently roll Mag.Dam in the double digits.
  15. I suggest you take a better look at the Librarian's advances. At least in my book it clearly shows Psy Rating 4 as being purchasable for X-hundred points. New psychic power, however, is JUST below the PR upgrade and has the "Varies*" price. Emperor Protects. :3
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