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chester4

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Everything posted by chester4

  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.
  16. It's not stacking bonuses. The sight removes a penalty in very specific circumstances. As others have pointed out, a telescopic sight makes no sense whatsoever if it didn't get the bonus for aiming too. Both in relation to the red-dot laser sight (which with a Full Aim will turn extreme range into a +/-0 too, and long range into a +20, more with Accurate weapons) and the Marksman talent (which has exactly the same benefit without requiring to waste a turn to a Full Aim and doesn't block the sight slot to get the +10 BS on single shots instead). A telescopic sight already only makes sense if you don't get Marksman. So as a player, I would try to convince you of the fact. And if you didn't listen, I'd draw the conclusions and never again use a telescopic sight. Your call. I can work with any decision. Just another useless item then *shrug*
  17. Servitors probably need parenteral nutrition - basically fuel - at most, if not only electricity to power otherwise mummified flesh. First of all, most servitors won't have a digestive system anymore - it is a biological remnant nobody really needs and which produces a lot of overhead (food, excrements) requiring additional programs. And even then no digestive system can reach the efficiency of consuming AM produced nutrients in a direct way. Any organic matter can be processed into some sort of fuel - think of what humans have used to produce this fuel named alcohol and how easy it is to set up a local fuel distillery.
  18. MILLANDSON said: Actually, extreme range is 800m (4x Optimal Range), and with the telescopic sight it's fairly easy to pull off shots at that distance. I would say that the range for the weapon in the stats would be those used during combat, where as 1-2km shots would be covered narratively. Still it's 200m less than a Nomad which strikes me as odd. The telescopic sight is not really worth mentioning. It's inferior to a red dot laser sight and getting the Marksman talent (no penalties due to long and extreme range). And I dare say anyone worthy of induction to the Vindicare should get Marksman as well as the Called Shot talents.
  19. LuciusT said: Please don't take this personally, but that's not a problem with psykers. That's a problem with the adventure design. I remember back in the early days of D&D 3E, when the game designers were discussing the reasons behind some of the decisions they had made while making the new edition. One thing they said that stuck with me was the extent to which previous edition adventures had tried to block or prevent spells like Speak with the Dead, because those spells "bypassed" the mystery. The designers felt that was wrong. Instead, they thought, the mystery should take into account those abilities and allow for them, even encourage them. Instead of finding ways to prevent the PCs to from talking to the spirit of murder victim, they decided to have the spirit of the murder victim able to provide important (but not totally revealing) clues. I guess what I'm saying is, if you have a Telepath in your group don't think of Mind Reading as a way from her to bypass the investigation. Intead, think of the kind of important clues she can only get by using it. If the Pyromancer in your group is blowing through the combat encounters too easily, up the stakes to make the encounter actually challenging (maybe set a fight in a foundry where the cultists are all wearing vulcanis shrouds). Rather then looking at psychic powers as a horrible burden you, as GM, need to avoid, look at them as a part of your groups abilities and find ways to integrate them more fulling into the adventure. The balancing factor to "they can do stuff no other can" kind of magic in D&D has been limitation per day. Bad enough that psykers get access to more skills and talents than any other career. But when you allow them to cast that invisibility or Divine Shot or heal spell (and sustaining a few more) without restraint you break the system. Your other players will not appreciate that a psyker can use spells to do stuff they can't do and beat them in their own fields of specialization too (be it damage, survivability, stealth, knowledge or investigation). Unless you want an all-psykers game. That is definitely a problem with psykers. Adventure design will not fix that. I'm fully aware that psykers are described as stronger in the W40K universe but this is a game and not many want to play the gimp in Superman's party.
  20. True but damage rolls are no Test. A Test is usually something you roll and that can succeed or fail. They merely removed the "failed" part, allowing you to reroll even successful Tests in order to achieve much higher DoS.
  21. A little late but... At earlier ranks, the damage bonus was all but a given. It did require investment into BS (which luckily paid off in using FA bursts too). And then chain weapons became available. Sporting a Nomad, I feel very inferior to the melee guy with his Eviscerator, doing 1D10 (Tearing) +10 +2 +SB, various WS bonuses (charge, ganging up, hatred, option to get it Best Quality), Blademaster and multiple attacks (though he might be out of targets in melee range because he basically one-hit-kills everyone unless they dodge the first attack - a fact that all too often negates single shots). That's about the same damage as if I always had the full extra +2D10 and same chance to RF as with my variable number of damage dice. I need the extra 4 DoS to deal that kind of damage. He does it with 0 DoS and hits about as often with his mods and Blademaster reroll. We usually use fate points to reroll and negate jams/damage to oneself. And while he could up his damage with more SB or upgrading to a power fist, there's this single shot which will never get any better (even the Vindicare Rifle isn't that much better than the Nomad). Not in the same league as force weapons and power fists and number of melee attacks anyway.
  22. Diel Ulricsson said: Also, the Holy Ordos are notorious for working their own projects, investigating along side (but not with) fellow Inquisitors, and even investigating against fellow Inquisitors. So 1 Inquisitor for each Planet may, in practice be 10 or so Inquisitors to a single world (like Scintilla) and yet none to several planets, as well as vice versa. The Inquisitors go wherever there is problems, not sit around and deal with problems when they arise, which is both a good thing and bad, for it means they crack down on big things, but miss the small threats which rot and then become big and get out of hand... Yeah they are very likely not evenly distributed between planets and solar systems. Inquisitors go where their agendas take them - sometimes even to foil some other Inquisitor's agenda Also consider visibility. A dozen or so are probably occupied by administrative tasks (Tricorn Palace and elsewhere) on major hive worlds. Others are undercover. Others are busy cleaning up their mess for political reasons - the kind Ravenor dodged to chase his nemesis and which are described as taking months and years. Others are on warp travel which can take weeks and thus take longer than actual investigation on-site. Others are occupied with lengthy Inquisitorial tribunals or other meetings between Inquisitors, again taking time to travel there (as a real world example, consider the efficiency of business trips to meet business partners for just a meeting or two) - occupying not just one Inquisitor but a few at once. Others are currently on space stations, with the Imperial Navy, the SMurfs or AdMech. So I would assume that on the majority of planets, there's no Inquisition present for most of the time - or so they think.
  23. Skie said: Whoa didn't expect to start such a discussion, but hey - the more ideas, the better! I think that there is no such thing (in my version of the universe) as 'good' mutations. Each should be dangerous in some way. On the other hand, it's supposed to be a minor one, so the penalities cannot be too harsh. So I think I'll use the 'MG controls the wound number' variant, but also all pain-affiliated critical effects will be lessened or cancelled. This way other players may notice that something is wrong, but also can possibly save the mutant's life. For a few minutes longer... What suggests to you that all mutations must be noticeable? Or have penalties? It's your game, of course... but check with the player first. I'd be pissed if the DM starts reading stuff into rules that just isn't there and getting reminded of the arbitrariness every session (that is when injuries and wound score are involved). This isn't funny or anything. This is an attitude to deliberately try to turn just about anything into something negative to the player. Perhaps reconsider your assumptions that mutations must be dangerous or noticeable? Because I wouldn't follow.
  24. Gregorius21778 said: I think you guys get a little hard. Yes, the name of game is "no pain". And a mono blade is called to be able to cut everything. In game-reality, you "only" get DS:2 and the "feels no pain" only gives +1 wound. 40K has a long tradition of giving something an ueber-description while the actual game effects are a different dish. I agree. This mutation - like very few others - is meant to give a positive effect. While all these ideas might sound funny at the moment, as a player I would soon be pretty pissed. "Feels no pain" is just the short name. Just like Iron Jaw, Catfall and Wall of Steel, you know. The description merely describes it as "cares little for injury or harm". So he might feel (and choose to ignore) it because he's tougher now. I wonder whether you take the flavor text of all talents as literally. Rapid Reaction ("any situation" that would encompass all rounds not just the first). Foresight (hey it ought to be more than just a bonus, it's looking into the future and knowing "the consequences of any action" after all) or Total Recall (total is total, screw the test). There are plenty others where I'd start to argue if someone chooses to nitpick flavor text over mechanics - don't let me get into weapon names and descriptions ;-)
  25. Own goal. The description of Soul of Stone does not even include a reroll on Fear tests (as one would normally get with Unshakeable Faith). Thus we can assume you don't roll Fear tests anymore with this Paragon talent for it grants immunity to Fear. Whereas you claim that one would still have to roll Fear tests despite discarding the result except for Warp Shock. The line where it replaces other talents is exactly that, if someone has those talents then they can replace them with this Paragon Talent. Yes of course it would cover redundant talents too (just like Storm of Blows eliminates Swift Attack though requiring Lightning Attack ) The whole idea behind Mastered Skills and Paragon Talents was reducing space. But of course one would expect it to at least cover those talents (in addition, Soul of Stone removes the drawback of Fearless and increases the CP reduction).
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