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Mnemonaut

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Posts posted by Mnemonaut


  1. I agree, I don't think they ever printed the errata cards.

     

    Our archer liked these actions:

    • Accurate Shot: early on, the ability to add a couple of white to the check often made the difference between hitting and missing.
    • Extreme Shot: as that was good in the beginning of combat encounters, when no one else had the range to do damage.
    • Sniper Shot: Beeing able to ignore armour soak on the reckless side and the comet result for damage on the conservative side were really great.
    • Close-Quarter Shot: To get out of troubble when an enemy had engaged.

    My gaming group loves criticals. Certainly some criticals only have minor effect on the enemy, but some can be really great.

     

    Thank you for the advices guys. You helped a lot. We will start our WFRP campaign tomorrow.

     

    Regarding the Accurate Shot Action: Is it a solid choice even if my character with Agility 4 is trained in the Ballistic Skill and has a Specialisation with the Bow? The extra fortune dice seem like too much.


  2. Heh, I was wondering why it said *** in the Armour. Hilarious :D

     

    Anyway, I had a hunter in my group who found Sniper Shot completely useless. He was expecting to use it for long range sneak attacks or something, but it has a really short range and not particularly impressive damage.

     

    Note that Criticals are generally a lot more dangerous for players than for NPCs. Many criticals have effects that don't mean anything in combat but it will threaten to kill the character long term.

    I see. And did your Hunter player find another more useful Action for his ranged attacks?


  3. Hi there,

     

    having played the first two incarnations of WFRP a while ago I'm now getting into the 3rd Edition of the game. I plan to play a Reiklander Hunter as my first career. Now I'm looking for some good Ranged Action Cards for that character. Accurate Shot and ***** in the Armour seem pretty decent. Or Sniper Shot (assuming critical damage is worth it). Later maybe Close-Quarters Shot and/or Rapid Fire?

     

    Any help would be greatly appreciated. :)


  4. Hi,

     

    I have to ask: Where are the YV-666's cannons/launchers hiding? I can't figure out how this ship has a 180 degree firing arc. What weapon systems does it have? The actual miniature doesn't show any armaments.

     

    Thanks!

     

    (Hopefully this is in the correct forum.)


  5. Yesterday I lost a game with Xizor, Kavil, and 2 Black Sun Soldiers w/ Feedback Array. My opponent had to leave earlier and since only my Xizor (unharmed) was on the board, opposing to his Jan Ors (one Hull left) and Garven Dreis (2 Hull left), he won. Anyways, it was a blast to fly Xizor with FCS, and the S-loop is a beast; next time I just have to remember to actually use FA, which would have had quite an impact. :)


  6. Hello everyone,

     

    right now I'm working on a small EOTE campaign. Originally the big threat of this series of small adventures should have been a Vigil-class corvette, but there is one big problem here (imo): no starfighter carrying capabilities.

     

    I'm new to the game, so I haven't figured out a way to let a Vigil-class ship with 0 hard points carry some TIE Fighters and/or a Lambda-shuttle yet (if this is even possible, I don't really know). So, the question is, are there any other Imperial carriers out there small enough to be a threat to a newly formed group of fugitives (the PCs), which don't obliterate them on first sight (which should be the case with a Ton-Falk-class escort carrier)? Or even better, is there a way to let a Vigil-class ship carry some starfighters?

     

    Some help is appreciated. :)


  7. I mean, look at this. There's barely any room left. I think I can squeeze in one more TIE Fighter, and probably another Defender, but otherwise there's no more room in the docking bay.

     

    i2fYQ1s.jpg

     

    Which Plano model do you use?

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