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If we take it on logic (with BC? hehe) using two melee great weapons seems so impractical that it becomes impossible. 2-handed+2 1-handed could work. With ranged weapons this becomes a different thing (how much more people could Rambo kill if he could use another ak-47 with second pair of hands?). But mechanicaly it's not specified.
The bird of hermes is my name, Eating my wings to make me tame.
vogue69 said:
Amaimon said:
Probably even bigger then half.action dual lightning attacks.
How do people usually play this ? It does seem silly the way it works.
So if I am reading the questions and answers part 10 posted by Orthus, Genestealers can do 4 lightning attacks on their turn?
This…. This change to lightning/swift attack and multiple weapons is making less and less sense. I know that Genestealers are supposed to be lethal, but 4 swift/lightning attacks is starting to sound just a bit too many attacks.
Sorry if I have understood wrong, but I'm really tired and don't have Genestealer talents/statblocks handy at the moment.
The way me and my players have gone with this is that you can do swift/lightning attack with one weapon and a standard attack with the other(s).
It's easy to get an absud amound of atacks in this game with ight mutations:
additional limb x2 + tail + arm-mounted weapon MIU + mechadendrite (reaction) = 4+1+1+1=7
If you use it to do ranged atacks and have tail (tzeentch) you can use all of them to make full auto, good luck dodging.
Meaby making swift/lightning/semi/full-auto full instead of half action will make it a little more logical, but it is to be tested.
The bird of hermes is my name, Eating my wings to make me tame.
They already used to be full actions, and to be frank, I like this system much better. Its just that I don't really see the absurd amount of "full auto" attacks that you can do in one round to be realistic(as far as that can be said about anything Warhammer related :p) or really that fun. Atleast my group doesn't find the spaghetti western style of roleplaying fun, in which the guy who goes first wins because the best way to go is to get two weapons, extra arms, high weapon skill, good modifiers to the attack and just lightning/full autoing away.
The Genestealer thing is about right. DO NOT get into melee with these things. I always remember back to my Space Hulk days when I think of Genestealers going toe to toe with Space Marines in Terminator armour. Space marines have to be careful but they can take them out but often go from healthy to critical in one round if they fail to kill it and are in melee. Remember that they can't do the whole attack setup on a charge.
I do have to admit that my experience with BC is using these rules for my Deathwatch game so I don't have much experience with balancing PCs and mutations and such, but it's not like you get to pick exactly which mutation you get. The +/- Infamy bonus shouldn't get you that much variance untill you are quite a long way in. And you don't even get that on every single mutation because of the whole 'failing' thing.
Without Signature
I think it's best to resolve it as a single Swift or Lightning attack and add a modifier for using a second weapon. Perhaps a +10 for one extra weapon and +20 for three or more weapons, and then alternate hits between weapons. This obviously needs to be fine tuned, but something to keep it simple would be good.
ShadowRay said:
additional limb x2 + tail + arm-mounted weapon MIU + mechadendrite (reaction) = 4+1+1+1=7
If you use it to do ranged atacks and have tail (tzeentch) you can use all of them to make full auto, good luck dodging.
Meaby making swift/lightning/semi/full-auto full instead of half action will make it a little more logical, but it is to be tested.
The Multiple Arms trait's extra attacks only apply to natural weapons or held melee weapons. So two five attacks for ranged. You could also easily argue that the Tzeench tail counts as an extra arm, so you'd either need one of those or a second tail of Tzeench to get the attack from that. Plus, the dendrite IS using your reaction for a compact weapon [although admittedly that could be a compact inferno pistol or wrath plasma or the like].
Why not change Multiple Arms this way?:
-First pair grants "Twin-Linked" to melee attacks if using Natural Weapons. The character may also gain this benefit with melee weaponry, but requires one additional weapon of identical reach and balance per action affected in this way [you could supplement your power-fist with an unwieldy weapon, or two with two, but not a power-fist with a power-sword]. If used to obtain a bonus hit, the bonus hit is with the extra weapon.
-Second pair and beyond grant an additional maximum hit to melee swift and lightning attacks [as in "ROF one higher"] each.
-Prehensile Tzeench tails count as an additional arm for these purposes.
Its a solid boost, but not as ridiculous as having extra full attack actions.
I´m still a bit fuzzy on the Wealth background, is it:
A) a extra requisition "roll" but with a +20 limit instead of a -10?
or
B) a standard requisition "roll" but with a +20 bonus (so say you could request one best quality plasma pistol, something that normally be impossible as it´s -30 but the +20 bump it up to -10, just at the limit)
Without Signature
Kiton said:
Its B, minus the part about having to actually roll.
hench the quote marks around the word, thanks for the answer.
Without Signature
Orthus said:
For clarities sake Multiple arms appears to work like this:
Multiple Arms (3) - gain +10 to climbing/swimming, gain 1 extra attack (3/2, round down)
Multiple Arms (4) - also gain 1 extra attack, 2 total (4/2)
Multiple Arms (5) - no benefit (5/2, round down), 2 extra attacks total
Multiple Arms (6) - also gain 1 extra attack, 3 total (6/2)
-------- > Yes, that's my read as well.
It's been a while since this topic has been discussed, and the answers in this thread cover it pretty nicely, but I still kinda have niggling doubts about it all:
I'm coming at this from the direction of the Additional Limbs -mutation, which has a section as follows: "The character gains the Multiple Arms Trait, with a value equal to the number of limbs he started out with, plus one for each time this gift is applied.".
So in the case of a regular human, that would come out as Multiple Arms (3) (I'm disregarding the use of the word 'limb', as you could nitpick it to count legs as well, though the Multiple Arms -trait is pointed more towards… arms).
Going by the table above, as accepted by FFG, this one additional arm would then result in an additional attack, even though elsewhere additional full pairs of arms are required.
Sorry for confusing anyone ;)
BR,
Mikko the 3 armed mechanoid icon of blasphemy renegade Mark of Tzeench bearing terminator armor wearing power fisting sorcerer of heavy flamer +1
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