Jump to content


  • Content Count

  • Joined

  • Last visited


About Banjulhu

  • Rank

Contact Methods

  • AIM
  • MSN
  • Website URL
  • ICQ
  • Yahoo
  • Skype

Profile Information

  • Location
    Washington, Tyne and Wear, United Kingdom
  1. Because the career has access to Jaded which grants immunity from non-supernatural sources of fear by including Fear not the Warp you are still makeking the SoS Fearless however she does not suffer the detrimental effects of Fearless in that she is forced to remain in a fight.
  2. The IH SoB is not a good career to base anything off it also suffered from the every advance under the sun problem with little to offset, the career that replaced this one unfortunately went a bit too far the other way to the point where after rank 6 the SoB now is largely irrelavent without some serious GMly intervention. That said however you will notice that although the IH SoB gets no 500xp basic stats all her combat stats beyond her BS which of course has no impact on melee all cost 250xp, you career on the othergand makes 2 majorly important combat stats as cheep as possible. Because of what you currently have available with regards to talents I would seriously consider dropping Toughness to a 250xp base to bring some balance in. As to the Witch Cage Talent I would suggest changing/dropping it from a purely fluff perspective. Being a blank is not a controllable thing per se, it is the lack of/a reduced warp pressence tied to the physical body of the blank that nulls the warp around them, they dont shape it or control it as there is nothing there to actually shape or control
  3. A few things. You have the stats that have a 100xp basic advance and only one with a 500xp basic advance, only one career in the game gets that, the cleric, and that is because he is a jack of all trades that never really becomes the best at anything. As an extension to that the combat focused career path gets every melee talent and skill under the sun that along with the cheaper stat advances that vastly unbalances the character and leaves the melee dedicated builds of the Guardsman and Assassin in the dust. At a glance I would say the career looks like a better version of assassin with extra bells and whistles, from a mechanical side it really needs some limitations to drop its power level. The roleplaying limitation of being unable to speak rarely works in round table rpgs. It promotes the idea of making a character purely for combat and nothing else which in an interaction and investigation driven roleplay game is just not good. Unless you want players sitting quietly and waiting for combat the Oath of Tranquility needs changing.
  4. Their are demonic traits that protect against force weapons but none that protect against santicfied ones, Grey Knight force weapons are sanctified so that they can still hurt the bigger Khorne daemons with these traits.
  5. If you are playing at low ranks (1 through to 5) do not expect much from your melee character in comparisson to shooty guys. On average at low level you will be lucky to get +10 to your attack roll whilst the shooter will easily pass +30 if he knows what he is doing and can hit multiple times. Shooting only needs BS and Ag to work where as melee needs WS, S and Ag and BS for most classes is usually cheaper to raise and S is typically a nightmare unless you are a guardsman, on top of that shooting talents are generally cheeper than melee ones. Once you get past rank 6 and have power weapons melee becomes more powerful and actually overtakes most shooting for damage output at assension level, until then prepare for a long hard road.
  6. Hammerhand is frankly useless by RAW. It cant be sustained and it takes up your attack action for the turn meaning you can not actually use the buff if gives you. I presume the power was initailly designed for one squad member to activate and then the rest of the party can use Brotherhood of Psykers to get the buff themsleves, but given the way Brotherhood of Psykers works it is still on the far side of useless.
  7. Limit thousand sons to the champion and sorcerer careers, forsaken/generic marines would be mindless drones in the thousand sons and not really suitable for PC roles gieven their utter lack of personality.
  8. Winged skull insignia are also often seen on Imperial Guard Commissars.
  9. Grey Knight Weapons are Astartes Weapons or more precisely have the same rule that makes weapons marine weapons (Man's Reach Exceeds his Grasp).
  10. Beyond what you have listed there is a an ascended psychic power for banishing a daemon and sanctified weapons can be used by those with pure faith to banish a daemon they kill.
  11. The psychic blade is explicitly a melee weapon that is not held and uses WP to hit instead of WS. Attacking with it uses the standard melee rules bar the already stated exceptions so any and all talents that interact with the melee rules (swift attack, Two-Weapon Wielder (melee) etc) can be used in conjunction when attacking with a psychic blade.
  12. The Two Weapon Weilder rules explicity states that Full-Auto can be utilised with the balistic version of the talent, however just because one type of Full action can be invoked using the TWW talent does not mean that others can.
  13. Currently its open to interpretation by GM and players. There is the argument that on a Primaris Psykers get far to much anyway and that the advancement does not work like the normal Psy Rating Talent and instead just boosts the rating by 1. The counter to that is that the book uses psy rating +1 to represent the fact that ascended psykers can have different starting psy ratings and a generalised talent was put in place to represent the fact that psykers can have vastly different psy ratings when entering an ascended career and so gives out extra powers as normal, in support of this is the Inquisitors and Interregators psy rating +1 advancement, given that without the normal talent rules they are absolutely hosed when it comes to getting powers. I personally am inclined towards the latter argument although that is persnal perspective rather than anything concrete.
  14. Primaris Psyker, Ghost in the Warp, Force Barrage. That at least 7 1d10+7 shots hitting on a 70+ coming his way that he can in no way detect and if he cant detect the attack, he can not dodge it. Everyday psyker with blood boil or crush, he cant dodge when he is knocked out. Have enemies with big guns hidden on the battle field, when they open fire he wont get any of his reactions against them because of him being unaware of the attack.
  15. From the general fluff written in the various 40K rule books and DH books, Sanctioning of psykers does not have to take place on Terra at all and the blackships will drop of psykers at Scholastia Psykana Temples as they travel around the Imperium, the only psykers that have to end up at Terra are the ones that will be sould bound to the Emperor and those that get fed to the Emperor to keep him alive.
  • Create New...