MordredofFairy |
aye, I'm not fully done with Harlequin either, which is why I didn't put him up for challengers.
Mostly, because I did not get feedback from GM.
e.g. if I switch to Antipaladin on the Monkside after Monk-11, then I won't take the nymph ability including Cha to Saves.
Also depending on the Legendary Items I get to have. As in, will I end up with 3 Scythes for lack of options? In that case, I should wield them one-handed and dual-wield, with the third animated per magus arcana.
(and no, I utterly don't want that. Also, no benefit with Flurry of Blow except flexibility)
Oh well. And I was so looking forward to being in a game WITH you.(as in, player/player). Truly hope our Gamemaster is elusive in name only...
GM JC Spooks |
A dodge test is a skill test related to the agility characteristic. Just like your Strength test the marines all had the option of spending their reaction to attempt to dodge an incoming attack, with a target number of 40 (their agility score). A successful dodge negates an incoming attack leaving the victim unharmed.
Those dodging your autocannon fire had a more difficult time of it as you assigned two hits to each of them, meaning that each of them needed to succeed and have a degree of success to negate both hits. One failed and was hit, suffering damage as normal.
The others dodging your flamer had more leeway. First, they attempted to simply dodge your attack. As it was an AoE, those that succeeded were moved to the edge of the effect as long as it was no farther away than their agility bonus in meters. Those that failed were struck by the attack, though the flame quality allows them a second test to avoid the attack and then a third to avoid being caught on fire. They failed and were hit, but one avoided being set on fire.
In most cases creatures only receive one reaction per round so any fire coming from your follower will be more or less uncontested.
Also! I believe I scored a Righteous Fury on Hit 3, correct?
I assume it does not matter, as I missed the two, and the third is dead.
Yes, though that Hit ultimately missed. Remember to roll RF as soon as you score them. Note that your follower cannot score Righteous Fury.
bigrig107 |
Ah! Okay, that makes sense now.
I was still having a bit of trouble understanding the specific numbers on your rolls there. (Not cheating, just seeing how you do it, ya know?)
I did have a question about my Dreadnought's Dodge, though. Seeing as how I have a -50 on Dodge tests, and I only have a 20 Agility inside the Dreadnought, does that effectively mean I cannot Dodge, leaving it to my Armor and Storm Shield to prevent damage?
The Reaction is like an Immediate Action, right? You only get one per turn? Is there a basic way for things to get more than one Reaction?
@RF: I didn't even notice that I had triggered it until you posted again, at which point I did see it.
bigrig107 |
That's fine! I've pretty much learned everything I wanted to learn through this simulation, so I'm fine with what we did get in.
And you know I'm perfectly willing to go up against an enemy dreadnought! Will help me figure out which weapons to use against them.
I'm thinking the autocannon up until we engage, at which point the fist and laser pistol should be good (melta weapons double their penetration at close range, so that infernes pistol will be sitting at Pen 24. It's basically my anti-in-my-face-armor-weapon).
bigrig107 |
What about just taking it down to the Combat Shield?
Protection rating of 25 instead of 55.
Also, I think I'm going to finagle to get my WS higher. I want to be able to punch stuff easier.
Edit: probably going to drop the flamer attachment, picking up the storm bolter attachment. That'll give me a nice solid ranged weapon, while getting rid of the need for Cleanse and Purify. That, plus giving up one of my forbidden lores (probably Xenos) and reducing my BS by 5 gives me 1,500 xp, which is enough to get a +10 WS, to take both skills up/down to 60.
As to my weapons, if I choose the storm bolter, then the need for the autocannons is lessened slightly, allowing me to pick up the assault cannon instead, for its full-auto capabilities.
If we do reduce the shield to the combat shield, then that gets me 15 req back, which I would probably use to make the assault cannon exceptional quality.
Sound good?
bigrig107 |
See, the weird thing is is that it doesn't have the Storm Quality.
And the errata didn't add it in, either. So it's just by itself.
I'm trying to see why you prefer the autocannons, though. The only real benefit I see is being able to fire on single shot mode, but I can shoot in single shot mode with the same action as a semi-auto or a full-auto. I thought maybe the extra d10 damage, but then the assault cannon has Tearing, which balances that out a bit. Could you maybe explain why you prefer the autocannons?
Yeah, I don't think I'll be dropping either the missiles or the pistol. The missiles are just cool, and the pistol has freaking Pen 24 within 7 m. That's amazing, as it can cut through pretty much any armor.
I looked at Deeds, and none really seemed worth it for me.
Is there a specific one you suggest I look at?
GM JC Spooks |
The assault cannon is updated in the errata to only 2d10+12 pen 6. The autocannons statline remains the same. The autocannon also has twice the range which means it has twice the margin for close-range. It's a good stop-gap, all-round weapon.
My point is that your weapon selections provide unnecessary redundancy. An infernus pistol is not a good investment when you can opt for a free underslung melta gun on your weapon arm. A storm bolter is unnecessary compared to your right arm armament, missiles, and grenades. Missiles are unnecessary given your grenade launcher and autocannon.
You asked for my opinion.