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Kiton said:
Personally, I'd find WS10+ with Lightning Attack a rather poor defense against my character, but that's to be expected if you're flying and fielding MIU'd multilasers
Dodge & Unnatural Agility 10+ can be foolproof against one full auto burst per round (like, ANY successful dodge is guaranteed to be a complete dodge with unnatural agility like that) and a jetpack gives you such completely insane movement with unnatural agility 10+. Unlike the Lightning Attack, this is chargen-available stuff.
Sad that they nerfed the charges, except it doesn't particularly matter since instead of charging, you now… do a move action and a lightning attack. With the unnatural agility chaos PCs should have from Warp Time, it should be easy, as far as I can tell. There is also the very nice fact that with all that unnatural agility you're likely to go first errytime.
But anyway, its not just about tooting your own horn, thine allies also benefit from the crazy high psy skill.
"You know, one day it occured to me, I'm working for an evil empire that is dedicated to rounding up my kindshoving us into gas chambers…I didn't even get paid all that much!
See, I realized what your Imperium's problem is… you're attempting to rule by terror… people who can totally crush baneblades with their mind. Like, right from the start, you have a few problems with that sort of business model."
What about force weapons being near unique? That makes them fairly hard to get (barring the confusion in the Force Weapon Quality)
Without Signature
Cymbel said:
What about force weapons being near unique? That makes them fairly hard to get (barring the confusion in the Force Weapon Quality)
But a psyker shoud not eve think about going into close qauters combat in the first place..
Let him. It'll work once, maybe twice. But getting PR10 with a freshly created character means he's one or two rolls from a critical existence failure, one that could very well take the party with it.
One thing to remember when dealing with high dodge characters is that you can force them to choose [unless of course you're dealing with the bloody 'temple assassin', and nine different attacks per round are getting dodged against before you even get to check against his shields but let's leave that horrific set of classes out of here]. Do you dodge against the highly accurate but easy to evade 3d10+5ish from that angry overcharged Long-Las? Or do you save it against the Legion Plasma also tracking you? You're relatively certain that Champion with the power-fist is also about to come your way, are you going to parry?
Though really, accurate weapons need to at LEAST get themselves a -10 to dodge for every bonus die of damage; as it is they're kind of unimpressive.
Besides force weapons being better than power weapons for strong psykers? Besides powers like warptime? Why, nothing of course
Without Signature
Cymbel said:
Besides force weapons being better than power weapons for strong psykers? Besides powers like warptime? Why, nothing of course
I am not to keen to the RULES - Can I get it cut out in Rules/briks why it is so?
I have spoken to a freind of mine, that is clealy much more into the Rules, he made it sound like thereis only 5% bigger chance of getting nasty things to happen (Like eaten by the worp/deamon host and alike)
chals said:
I have spoken to a freind of mine, that is clealy much more into the Rules, he made it sound like thereis only 5% bigger chance of getting nasty things to happen (Like eaten by the worp/deamon host and alike)
It depends on how you think about it.
An Unbound Psyker can Push for 1-5 points of Psy rating, and each point adds an extra 5% to the Psychic Phenomena roll.
So it's true that each point you Push only increases the chances of Perils of the Warp "by 5%" in the sense that it increases it by five percentage points, but that's actually a misleading way to look at it.
Ordinarily, every roll on the Psychic Phenomena table gives you a 25% chance of suffering Perils of the Warp. every point you Push increases that chance by five percentage points, but that's actually a twenty percent increase in the chance of Perils occurring.
If you push the full five points, you get a +25 to your Psychic Phenomena roll, which fully doubles your chances of getting Perils of the Warp. To put it another way, your chance of getting Perils of the Warp increases to 50%.
Any result on the Perils of the Warp table greater than 90 is almost-certain death for the Psyker (and possibly their party). Every time your character Pushes for +5 they have a 50% chance of getting Perils of the Warp, which in turn has a 10% chance of killing them. Basically pushing for +5 has a one in twenty chance of killing you every time you do it.
By comparison, using an Unfettered power has a 10% chance of causing Phenomena, then a 25% chance of causing Perils, followed by a 10% chance of causing Instant Death, for a total of a one in 400 chance of killing you.
Chastity said:
chals said:
I have spoken to a freind of mine, that is clealy much more into the Rules, he made it sound like thereis only 5% bigger chance of getting nasty things to happen (Like eaten by the worp/deamon host and alike)
It depends on how you think about it.
An Unbound Psyker can Push for 1-5 points of Psy rating, and each point adds an extra 5% to the Psychic Phenomena roll.
So it's true that each point you Push only increases the chances of Perils of the Warp "by 5%" in the sense that it increases it by five percentage points, but that's actually a misleading way to look at it.
Ordinarily, every roll on the Psychic Phenomena table gives you a 25% chance of suffering Perils of the Warp. every point you Push increases that chance by five percentage points, but that's actually a twenty percent increase in the chance of Perils occurring.
If you push the full five points, you get a +25 to your Psychic Phenomena roll, which fully doubles your chances of getting Perils of the Warp. To put it another way, your chance of getting Perils of the Warp increases to 50%.
Any result on the Perils of the Warp table greater than 90 is almost-certain death for the Psyker (and possibly their party). Every time your character Pushes for +5 they have a 50% chance of getting Perils of the Warp, which in turn has a 10% chance of killing them. Basically pushing for +5 has a one in twenty chance of killing you every time you do it.
By comparison, using an Unfettered power has a 10% chance of causing Phenomena, then a 25% chance of causing Perils, followed by a 10% chance of causing Instant Death, for a total of a one in 400 chance of killing you.
That is quite ALOT!
How do you create force weapons? (can you?)
How do you taint weapens(surely you can!)
Tainting a weapon from its pure and happy state is certainly possible, but beyond as part of the ritual to create a Daemon Weapon, its not actually covered. Of course, "holy" damage is more of a realspace-reinforcement thing, and the "unholy" equivalent is basically warp weapons…
Creating a force weapon should be no different than any other weapon: No actual psy powers are involved in creating it, but the weapon is crafted with/around warp/psy-sensitive conduits. Other weapons have mono-chainsaws, some have power-fields, its just a different type of weapon.
If you taint 100+ lastguns in a hive - surely it will spreed corruption like a wirldfire.. Or even better if its something puplic, like a bus/train or alike..
If you taint 100+ lastguns in a hive - surely it will spreed corruption like a wirldfire.. Or even better if its something puplic, like a bus/train or alike..
chals said:
But a psyker shoud not eve think about going into close qauters combat in the first place..
Why not? They're great at it, beyond a doubt the best (a Khornate CSM is probably going to be better early on tho, but that will not last forever). If Perils are a problem, use Sacrificial Slaughter. Unless you want a sweet, innocent, noble, nice guy chaosdude who would NEVER stoop to such lowness as killing a helpless person for power.
"You know, one day it occured to me, I'm working for an evil empire that is dedicated to rounding up my kindshoving us into gas chambers…I didn't even get paid all that much!
See, I realized what your Imperium's problem is… you're attempting to rule by terror… people who can totally crush baneblades with their mind. Like, right from the start, you have a few problems with that sort of business model."
Its a real tossup between a highly destructive channeled burst from a force weapon, or, if you've got all that unnatural on you, twin lightning claws. But one way or another, powerful, powerful melee.
but If you use psy-power much- will you not easyly end up incresing the chances for nasty things from beyond?
chals said:
but If you use psy-power much- will you not easyly end up incresing the chances for nasty things from beyond?
That's actually an argument *for* playing a melee psyker.
You stand much less chance of being eaten by Daemons if you cast one, long-lasting power on yourself and proceed to rip your enemies to shreds in melee than if you try to blast them with Doombolts every round, you can even - as somebody pointed out - prebuff yourself with the Ritual Slaughterer talent, that way you can Push all you like and the Perils will only affect your sacrifice.
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