12/15/2023 0 Comments Zaythan warblade![]() ![]() Missionaries seem to hit once but really can make it count, whereas Rogue Traders can attack with style, both of which are fitting.įor two-handed weapons (getting that extra die of damage is essential), I like the Zaythan warblade. ![]() More importantly though once they get Litany of Hate and The Emperor Protects, they're going to be buffing other people to be better warriors. I'd honestly forgotten how good Rogue Traders are in melee combat because our Rogue Trader figures any time he picks up a sword it means his massive diplomatic skills have failed so he should probably be ordering an army to take care of this.Īnyway, it's true they don't get Swift Attack until Rank 4, and Lightning Attack until the end of their career, but they do pick up Crushing Blow and Frenzy very early, and then get a bunch of skills to ensure that even when they hit once they'll hit very hard. If two-handed weapons were actually any good in this game, things might be different. I find the Missionaries get their additional attacks too late, and the lack of dual-wielding hurts them profoundly as well. I'd argue in favour of Rogue Traders (and Orks) on this one. Missionaries are the real melee-focused combat class. Command being any rarer than that for an Arch-Militant is just unacceptable. Lastly, if anything should be fixed at all in terms of Skills and the Arch-Militant, it's that Command should be Available on Rank 1, Command (+10) on Rank 3, and Command (+20) on Rank 5. ![]() At the very least, however, it's a good base to build from and take a look at. The link Erathia posted seems solid, but there's some oddities (most notably, why much with the Skills at all, in that way? I get it, it's for a Death/Feral/Feudal-kind-World Arch-Militant, but it detracts from the idea of just fixing the Arch-Militant into being Melee-Focused). The Arch-Militant is oddly unsuited for melee combat (and Command, even more oddly), and if you want to play a melee Arch-Militant (which is a completely reasonable thing to ask for) the Arch-Militant Career needs a number of tweaks. In Rogue Trader (and the other WH40kRP games) a single hit can be a really big deal, and multiple hits is (or can be) really, really powerful.Īlso, if you intend to be a melee Arch-Militant, speak with your GM. In fact, multiple attacks (Full Auto, Lightning Attack, etc) quickly becomes a larger issue in the game than single hit/round becomes, and if the number of attacks scaled based on Rank (nevermind that nothing else scales by Rank) the combat system would become frightfully bloated and spin wildly out of control really, really fast. And no, there's no homebrews to deal with this "issue", simply because it's not really an issue at all. It's a matter of you running up to hit someone, just as they start moving to the side to avoid you, yet you manage to get a stab in before they do so. It's not a matter of you running up and hitting someone, and then they run to the side. ![]() Let's not forget the aforementioned Swift Attack and Lightning Attack Talents, in regards to melee.īut really, as you say, how many attacks can you really fit into a 3-second round?Įverything going on in a single Turn is supposed to be happening at the same time, which can be a hard time to illustrate as a GM. Blast weapons such as grenades and rockets. Dual-wield pistols or one-handed melee weapons.Ĥ. How many attacks can you really fit into a 3 second round? If you want more hits, there are a few ways:ģ. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |