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Luthais has a slightly convoluted attack talent (Thunder Charge) that I though i'd bring up here for reference -

Step 1 - Declare Thunder Charge (during a charge action)

Step 2 - Make a free unarmed attack against everyone you are charging, in order
 - note - targets can dodge and parry as normal

Step 3 - Make a free knock-down attempt after each successful unarmed attack (opposed strength test)
 - note - if the target wins this knock-down attempt by two or more degrees then Luthais is stopped in his tracks and his action ends

Step 4 - Any knock-downs that pass by 2 or more degrees of success inflict additional damage as Luthais tramples them

Step 5 - Resolve the actual charge attack as normal

---------------------------------

Against hordes skip steps 2-4 and instead gain 1d5+1 bonus unarmed attacks on the charge.

41 minutes ago, Necronaut said:

@A.T. that's bloody disgusting! Nicely done! 

It's one of those talents I hadn't really looked at in the past because almost nothing can actually use it - AFAIK it only appears on the advancement for Storm Wardens and the furioso dreadnought.

Huge combat effect though, right up there with the Raptors early assassin strike/counter attack combo and Carcharodons with signum links. I could see librarians and tech priests getting some solid use out of it as well (if Hammer of the Emperor wasn't already enough of a reason to player a Storm Wardens Librarian... :p )

I reckon if we all charge into it, we can get past AP32 and rack up 30 SI (or even 40 for Crits) within 4 Rounds...? (The other options feel to me like they divide our efforts, whereas we can all do brute force and ignorance!:tongue:)

Edit: Also, need to edit my last IC post to show Arcturion taking no damage from the Krak, he's luckier than I was expecting! :biggrin:

Edit edit: How easy is it to hit the door? 

Edited by Lysimachus

@Mazer Rackham the only thing missing from this scene is the waist-deep waste water and a tentacled beast lurking about ready to pull Luke Skywalker an unsuspecting member of an inquisitor's retinue underwater for consumption. 

@Lysimachus The simple answer is (+0) as it's not a target, it's an object, but it's so large it's like a wall if that makes sense.  You can't fail to hit it, it's so big, but likewise you get no benefit, because it's so big. (Any failed attack roll will be the natural robustness of the door, the angle of the attack was off etc).

@Machine God Round 2 does not begin until your strategising is completed. (And yes, I was reminded of that film too).

@Necronaut Genius...wait.  That wasn't a suggestion? 

Edited by Mazer Rackham

@Necronaut So I should start filling the PULVERISER room with corrosive fluids?

EDIT: And a tentacle monster?

Alrighty then! :D

Edited by Mazer Rackham

@Necro: I reckon CF is the way to go... doubling your SB = 22 plus Pen10 gets you through the AP32, then you roll 2d10 (Tearing) each Round to take off of the SI. Even without the rest of us helping, you could probably take it down in 2 Rounds! :biggrin:

 

Edit: Maybe not SB22... is it SB4 x2(UnStr) x2(CF) +3(TDA) = SB19? The point stands though... :laugh:

Edited by Lysimachus

@Lysimachus yeah I was previously under the impression that it was your post-armor augmented strength bonus which was doubled (which I thought made logical sense considering the the thing is mounted on TDA), but I have had reason to reconsider. I found some clarification and justification for your calculation method a day or two ago (which I now believe to be correct), but I can't seem to find it now, whether it was in the RAW or FFG forum archives. 

Edit: also Mazer echoed your second calculation in a separate thread. 

Edited by Necronaut

A very good explanation is found on the FFG Forums.

https://ffg-forum-archive.entropicdreams.com/topic/46774-so-how-do-power-fists-work/?do=findComment&comment=1149662

I had it wrong at first glance, but it appears Chainfist/Equipment Doubling of Strength adds +1 to the Unnat Stat, multiplying before any addition, so it's:

2D10 + ((SB x 3) + PA Bonus) at Pen 10

So Arcturion would roll: 2D10 (3D10 Tearing) + 15 ((12 (SB) + 3 (TDA)) at Pen 10.

EDIT: After running it over a couple of times, leaving the door as is, should be fine.

Edited by Mazer Rackham

@Mazer Rackham thanks very much. I went back to re-read the power fist entry in the Core armory chapter -- the "doubles strength bonus" means "increase unnatural str multiplier by 1 to x3" clause is super non-intuitive. Great design and explanation thereof, you worthless apes (FFG).

Edited by Necronaut
1 hour ago, Necronaut said:

@Mazer Rackham the only thing missing from this scene is the waist-deep waste water and a tentacled beast lurking about ready to pull Luke Skywalker an unsuspecting member of an inquisitor's retinue underwater for consumption. 

Well its a Door so I guess we shout 'Mellon' at it!

4 minutes ago, Necronaut said:

@Mazer Rackham thanks very much. I went back to re-read the power fist entry in the Core armory chapter -- the "doubles strength bonus" means "increase unnatural str multiplier by 1 to x3" clause is super non-intuitive. Great design and explanation thereof, you worthless apes (FFG).

I clocked that before your edit - but I knew what you meant :happy:

Just now, Machine God said:

Well its a Door so I guess we shout 'Mellon' at it!

Well you never know...passwords can be found in the strangest places...

I'm just going to wait my turn to politely knock on the door, as it were. We're just glorified pest control in this setting.

 

"I do say, Brother Tiberius, rather a severe xenos infestation aboard this hulk, wouldn't you say? We may need to phone the home office for a stronger pesticide. Dratted things are reproducing faster than we can stamp them out. The whole place has gone to rot!"

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