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chester4

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  1. I'd go with +1 defense, or +1 . Statistically this will cancel out the +1 [W] bonus when being attacked with a superior weapon. As is, defense needs all the bonuses it can get, as later in the game attacks tend to connect… active defenses cap early on whereas the one using an action card to attack will use higher characteristics, more stance and fortune dice, specialisation and higher skills (also favoring the one using an action in opposed checks coz skills translate into a [Y] when attacking, a when defending against an action). Adding soak - even just on a chaos star - in a game with static damage is a bad idea IMHO.
  2. Face Eater said: It does as a few people have said take all sorts to be an Inquisitor. However there is one thing they all require and that is actual Inquisitors to vouch form them when they are put forward to become Inquisitors (and for not too many powerful Inquisitors to veeto it). It's very political at that point, it in no way precludes people that aren't personable, they may still get on a certain few close people and get results. But it does make it more difficult, especially seeing as Inquisitors include a much higher proportion of Psykers that other organisations. And… the Inquisition as an organization likes to mentally probe those working for them. Being immune to it will probably add to the uneasiness everyone feels about Nulls - not to mention would-be colleague Inquisitors who happen to Psykers. Is it possible for a Null to become an Inquisitor? Yes. But very very unlikely. Someone isn't promoted in an organization for being a loner. Or for being a tool or weapon. At some point, every Inquisitor needs friends and allies. I suppose the Inquisition would not promote a Null simply for the fact they can be invisible to psychic divination/detection and may become uncontrollable.
  3. CosbyPro said: does anyone have recommendations on to use only shotguns as your primary weapon and still be successful in combat? Usable every round: Acrobatics check to disengage to point blank range as a half action then shoot for full scatter effect. Red dot laser sight (it counts as a single shot despite multiple hits) and point blank give a neat +40 bonus to Ballistic skill to turn into extra hits with scatter - unlike autopistols which suck damagewise and wouldn't gain the point blank bonus or autoguns which are pretty useless once engaged.
  4. nifoc said: You need mastery in a skill, (same skill as for the improved ones) and using it adds a challenge die and a miss and a bane to the results of the attack. And if the attack misses you get something extra, like the Dodge one gives you a free maneuver. Thanks! Do they require the Improved version too? Or is that left as ambiguous as with the Basic and Improved version? www.fantasyflightgames.com/edge_foros_discusion.asp
  5. nifoc said: Yes, the advanced defenses Parry, Dodge, Block were very good, and needed. What are the effects and prerequisites?
  6. It doesn't make sense. At the power level of Psy Rating 1, all you can hope for is manifesting a few (sustained) minor utility powers without opposed WP checks. The Radical's Handbook has some candidates too, like Without a Trace. No overbleed to improve chances or effects. No Psyniscience skill to help detect corruption. Most important, there are so many ways to detect psykers, showing psychic talent is very likely to blow any cover you might want to assume as an Ordo Sicarius member. One would expect the OA to periodically check all their members for corruption (and for newly developed psychic potential). Even the fluff story for the Ordo Sicarius Initiate alternate career rank is bogus. A trusted servant to a Lord Militant an amateur psyker? Not checked for malign influence on such a high-ranking person? It wouldn't happen.
  7. While I can understand the AdMech requests, IMHO there are way too many TechPriest-specific options and gear already. Not just in the core book but also in the IH. That's more than any other faction of the IoM got, before these series of splat books at least. It feels wrong if one career gets that much attention. Psykers don't get their own book either, probably for the very same reason. Just saying...
  8. I don't know your motivations to play games. I don't care whether you play or not. But you're wrong. I guess since you never tried... Some expensive Unnatural Strength doesn't turn a Vindicare into a melee specialist, other careers are way better suited (and no sane GM or Vindicare Grandmaster would induct someone with a melee focus either). Exitus weaponry can barely make guns worthwhile at high level. Shall I crunch the numbers for you on Aimed 4 DoS Exitus Rifle single shots vs. Lightning Attack Eviscerators or Storm of Blows with two Power Fists, possibly combining attacks using the Dual Strike mechanics? The latter can reach 3-digit DPR no Righteous Fury and is more flexible with regard to absorption or number of Dodges too. Of course overshadowed only by Psykers which you happened to ignore in you broad statement. Unnatural Toughness with armor capped at AP3 . Okay often Toughness is better but it's not cheap, double is not that many points more unless you invest into it. The same with Unnatural Strength (if someone bothers to spend 2000xp on it) for a +3-5 SB where others buy cheap Crushing Blow and wear Power Armor - and suddenly they somehow gained more for a lot less xp. The pattern continues. It's all a tradeoff. Obviously you've never actually built Ascension characters from those tables and you never had to decide what actually makes sense to buy, either to enhance individual strengths or cover weaknesses. Once you can't have it all it looks very different. And I agree, even if a Stormtrooper does not have the skills to command, he definitely is the man to turn to first for his unique approach to the IG. Nothing can replace the immediate trust and comradship among those who have served, exchanging stories about their experiences and all that.
  9. Ah found it: www.fantasyflightgames.com/edge_foros_discusion.asp Page 37, 15 threads per page, at around May 2010, and you'll find all the Ascension rants. I hate to repeat stuff mentioned back then.
  10. Sebashaw said: And Vindicare should be a weapon you can engage sacrificing your Influence. Umm... but the same could be said of a Stormtrooper and his regiment. Or a favor from a crimelord. Or from the AM. Or a meeting with some NPC Sage in a library. Did you read Ascension? Why do Inquisitors keep a retinue at all and don't just spend all their influence on ever more acolyte cells? Because they might not have the time to wait for some requisition and its due process. Because they like short communication routes. Oh and because it's not a game I would want to play. In our Ascension, we still have dice rolls and not only storytelling of what happened off-camera due to some obscure political influence and network. I also fail to see how the Vindicare is overpowered in the general scope of Ascension. They got their role. They fill it. Is an Inquisitor/Primaris Psyker with a Willpower bonus of 30 weaker? Or is an Untouchable Moritat Death Cult Assassin? A Magos with a Toughness bonus of 16 and 12 AP for combined absorption of like 30, before fields? I think the last Vindicare thread spawned a humor thread about there being no challenge to a Sage. I might have to dig it up. Yes perhaps they might take some time off for Vindicare missions, just like the Arbiter or the Imperial Guardsman when important enough duty somewhere else arises. But I see them like the assassin in Servants of the Imperium, tagging along for some reason. They fill the solo scout role nicely and can also make it back alive. To be honest, the Dodge rule doesn't come into play as often as superior Concealment which is only thwarted by psychic means. Which leads me back to the question... would you rather have me play an Untouchable Moritat Death Cult Assassin? In Power Armor? (A DCA gets way better Dodge, Concealment and Move Silently skills - by the numbers at least - than a Vindicare and thus can exchange some of it for a +2/+4 to damage and 5 more AP).
  11. Morangias said: Catachan said: I don't think the Vindicare is broken. The Vindicare is just being a temple assassin. Sigh. No. Among Ascension careers, there are four for whom combat is the most important (or plain only) way to contribute to team effort: Crusader, Death Cult Assassin, Storm Trooper and Vindicare. Out of the four, the Vindicare is the most powerful by several magnitudes, in any combat circumstances. He's so much better than them, in fact, that he makes them totally obsolete. Now, this means that either those three are underpowered, or the Vindicare is overpowered. Since the three exhibit a roughly comparable level of combat prowess, and one more in line with other careers, it's only reasonable to conclude that the Vindicare is in fact overpowered. But he's not just overpowered, he's totally broken. He can take on Deathwatch's Master-level opponents single-handedly and win. We're talking about enemies like Hive Tyrants or Greater Daemons, and he still pwns them silly because they can't lay a finger on him. How is this not broken? And seriously, screw fluff. Even if the career is in line with Officio fluff (but then again, show me anywhere in the fluff a Vindicare soloing a Bloodthirster, then we're talk), it only means he should never have been introduced as a playable option. As an enemy, perhaps - but it's still extremely shady, because your average team of 3-5 PCs will auto-lose against him due to action economy. Anyway, fluff is the worst possible thing to balance character options against, because character options are supposed to, first and foremost, make sure everyone's having fun. Try having fun as a Storm Trooper, with your puny hellgun and your silly carapace armor, when there's a Vindicare fighting alongside. You can't, unless you find it immensely funny to be overshadowed and play second flute. Morangias said: Sigh.No. Among Ascension careers, there are four for whom combat is the most important (or plain only) way to contribute to team effort: Crusader, Death Cult Assassin, Storm Trooper and Vindicare. Out of the four, the Vindicare is the most powerful by several magnitudes, in any combat circumstances. He's so much better than them, in fact, that he makes them totally obsolete. Now, this means that either those three are underpowered, or the Vindicare is overpowered. Since the three exhibit a roughly comparable level of combat prowess, and one more in line with other careers, it's only reasonable to conclude that the Vindicare is in fact overpowered. Strange. In our games, a Vindicare is an assassin. So many times he'll keep back in a fight to land surprising and fatal blows. Or he'll sneak around for reconnaissance. And he's quite effective in this role, yes. His role however is not open combat, that is definitely left to other careers. Morangias said: But he's not just overpowered, he's totally broken. He can take on Deathwatch's Master-level opponents single-handedly and win. We're talking about enemies like Hive Tyrants or Greater Daemons, and he still pwns them silly because they can't lay a finger on him. How is this not broken? If you play the opponents like stupid. Feint, among other things. And a Vindicare's wounds and damage absorption sucks (even with Unnatural Toughness which is expensive) while others sport the same TB due to cheap attribute advancement, plus Machinator Array and AP 8 Power Armor. And can get Unnatural Toughness on top (Magos) for a TB of 16 or so. And have other roles to fill as well. Other careers can still get Dodge into the high 70s easily which with 5+ fate points is almost a guaranteed success. And they will not suffer by auto weapons with high DoS either (like the OP suggested to illustrate his point) because they can actually wear true armor too. That's not to diminish the Vindicare special gear (it's cool) but armor is not its point. Morangias said: And seriously, screw fluff. Even if the career is in line with Officio fluff (but then again, show me anywhere in the fluff a Vindicare soloing a Bloodthirster, then we're talk), it only means he should never have been introduced as a playable option. As an enemy, perhaps - but it's still extremely shady, because your average team of 3-5 PCs will auto-lose against him due to action economy. Anyway, fluff is the worst possible thing to balance character options against, because character options are supposed to, first and foremost, make sure everyone's having fun. Try having fun as a Storm Trooper, with your puny hellgun and your silly carapace armor, when there's a Vindicare fighting alongside. You can't, unless you find it immensely funny to be overshadowed and play second flute. In fluff, demons are not the primary target of Vindicares because they are usually sent on a mission which requires some knowledge ahead. Would the Imperium know of a demon, they'd send Grey Knights. And since, in fluff, Vindicares are usually portrayed as with a specific objective, they don't kill demons they happen to encounter while on their mission. Because that would endanger their mission. Also, in close combat, a Vindicare would so lose to a Bloodthirster. Usually I don't try to argue with fanatical views. So here's your answer to the thread topic: put him into social encounters.
  12. Nowhere does it say that the extra Reactions are per round. Make them per session (like so many other Ascended traits like treating rolls as 01) and suddenly it's not nearly as powerful. This way Step Aside and Wall of Steel keep their usefulness as well. Oh and Feint.
  13. Luthor Harkon said: This talent describes that the character can move after engaging an opponent. Does it mean he can only move after charging/moving into combat (i.e. in the very same round) or is the character able to move in/after an ongoing melee as well? Initially I interpreted "when you engage an enemy" as getting into melee range first too. Then I found several references using the same phrase like in "Ganging Up" (Outnumbering rules). And I decided that it would be pretty stupid to only outnumber if you and your allies had moved before.
  14. Zakalwe said: Single Shots only. Uhh... no.
  15. Bilateralrope said: Why should you get out of this tradeoff simply because you are a very strong mutant ?Your higher SB already means you will deal more damage than other characters wielding the same weapon. I'm with Bilateralrope here. This just sounds like power-gaming extremis... "I should be able to..." No. The Brute mutation is balanced as is, the drawback is not there to justify additional benefits. You're already playing a character at the limit of what I'd allow. The 1h sword in DH assumes you can comfortably wield it. That's why it's Balanced. Now get a sword your size and there you are. No different weapon die with all the benefits - higher chance of Righteous Fury and all that - these are for it being Unwieldy and requiring two hands to use. Any additional damage will be in the form of a static bonus: your SB. Due to your SB you're already doing 5+ more damage than someone without Brute and Unnatural Strength (x2). These 5+ damage will be entirely into wounds/criticals. It will show often enough how strong you are. Just for reference, Space Marines get their higher melee weapon damage only from their (Unnatural) Strength too. DW Astartes Power Sword vs. DH Power Sword: +1 damage. DW Astartes Chain Sword vs. DH Chain Sword: +1 damage. Remember Astartes weapons are Best Quality upwards.
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