AP will bypass Resistance if there's no armour to beat, yes.
Full auto attacks are full-turn actions and thus aren't really worthwhile for characters that don't specialise in them. Egos could opt to perform one and deal 2d8 damage to three targets that are adjacent to each other; or spend the same actions and direct bursts (3d6+3) to two non-adjacent targets.
Of course, if he had Ranged 5 and Autofire, a full auto attack would be 2d8+5 damage to six targets. Which would be an incredible amount of bang for your buck. But at low levels? Not so hot.
Edcrab on
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RingoHe/Hima distinct lack of substanceRegistered Userregular
edited December 2010
I guess that throws out Autofire then. Still looking at Tankbuster. Butvmaybe that +8 damage in Power Attack really is the way to go. Anyway, some more questions:
How do you keep dividing seven by two and getting five? The wiki says edgepoints are highest attribute+lowest/two. All three character sheets come out to 7/2 and yet all three have 5EP.
Only burstfire on the autocannon gets AP? And both Single shot and Burst fire take doubleactions? Why would I want Steady Shot then? I can't Aim and then fire the cannon twice, that'd take 5 actions! I guess I could switch to the pistol, Aim, and fire it 2-3 times.
The reason I haven't linked to much on the wiki is because I'm not sure I agree with my own approach when it comes to Edge. Those points are really integral to the system- a kind of healing surge/action point hybrid in 4E parlance- and because they're also linked to the max no. of aspects? Seems a mite silly to limit builds in that fashion. For the purposes of this campaign, every build has 5 even though they "should" have four.
Unless otherwise stated, a character can perform a double-action attack with a single-action if they're prepared to suffer a penalty to accuracy. In essence, Steady Shot would let the Heavy make a single-action attack (which would be boosted to normal accuracy) and a "normal" attack with the usual bonus for Aiming. If that makes any kind of sense.
And as for single shot having no AP... whoops, it's supposed to have a little bit. Fixed.
Edcrab on
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Tommy2Handswhat is this where am iRegistered Userregular
edited December 2010
I'll play the secret agent man if no one else has dibs
Considering the heavy's "thing" basically comes down to dealing and surviving obscene amounts of damage, and that doing that would involve using up all actions and forfeiting the chance to move, I think that's a fair pay-off.
Besides, you're forgetting that the cannon only has 6 charges. It would have to be two single-shots and one burst fire; three burst fires would drain too many charges.
The Heavy is just assumed to have the perfect amount of familiarity with the workings, maintenance, and hell even lifting techniques necessary to handle his mobile WMD.
I had to read that a couple times, but I get it. Is the penalty for condensing actions a set amount, or will it vary?
I suddenly just have this vision of me standing in a hallway shooting everything in sight, never evading a single attack.
Call me EeDee.
EeDeetoo Ohnein.
At present it's -30 to hit and some attacks can't be condensed (a Power Attack has to be a double-attack as specified in the aspect, otherwise HOLY CRAP that'd be a lot of damage handed down with a single-action attack) but that's probably set to change. I'm sure there's lots of holes in the system where that could be throughly abused.
Still, the idea of a high-level build so skilled that they never use double-action attacks because their base accuracy bonus is so massive that they laugh in the face of the -30 is... kind of cool. Maybe it should be something that PCs can grow out of...
Edcrab on
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RingoHe/Hima distinct lack of substanceRegistered Userregular
edited December 2010
So my ranged action chain is thus:
A) Aim, Burst Fire (SA), Burst Fire (DA), Proceed to B Recharge (DA), Move (DA), Proceed to A
Well you're going to love him even more in a moment...
A double-action recharge is a unit of time more than effort; a physical limitation of the gun rather than its user. You could use that double-action to cleave someone with the axe attachment, or move, and the recharge would still occur in the background.
Oh, and I'll put together the Operative for Tommy and the Telekinetic for Infidel. Anyone else pipe in with a request that I missed?
Edcrab on
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RingoHe/Hima distinct lack of substanceRegistered Userregular
edited December 2010
Excellent, cleaving or moving then shooting some more.
What are the rules about switching weapons? Single actions or Doubles? I see the Quickdraw makes SA weapons a Free Action
Switching from one weapon/item to another is a SA. Normally stowing a heavy weapon and getting something else out would be a double action, but because of the Eq. Specialisation that doesn't apply.
Basic melee attack: Single action, +60 to hit, 1d8+4, double action 2d6+10, AP5
(longsword) Single Shot: Double action, 1d8+4, +40 to hit, AP9, consumes 1 charge, Charged Shot: When aiming, +4 damage, +AP4
(laser repeater: 6 charges. Takes a double action to recharge, effective range 40 hexes [to-hit penalties beyond that], silent weapon)
Stealth abilities
Basic sneak attack: +6 speciality bonus when attacking out of Stealth in Melee courtesy of Backstab. Spend 2HP and bypass 6 armour in Melee. Assassin: Sacrifice 1HP and reroll damage for a Melee Stealth attack. Improved Charge: +9 damage when charging. Sprinting: Evasion set to +6 when running. When running (full turn action movement), move 19 hexes. Martial Agility: make Melee attacks using AGI instead of STR. Dedication [AGI]: Reroll failed AGI checks once.
Item abilities
Flashbang: Reusable high-tech globe that... flashes and bangs. Effect: Targets in a 1-hex blast radius make a Resistance check versus a power of 1d10+10. Failure leaves them Stunned (-30 attack penalty, -6 Reactions penalty) for four turns, or until they pass the save. One use every five turns, must be retrieved after being thrown.
Edcrab on
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Tommy2Handswhat is this where am iRegistered Userregular
edited December 2010
Very cool
Tommy2Hands on
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RingoHe/Hima distinct lack of substanceRegistered Userregular
edited December 2010
Okay, I think I want to drop Power Attack for Careful Aim. Sure that +8 damage is ridiculous, but I actually have to be next to someone to deliver it. So, question about Called Shot/Strike. It says it 'adds further bonus damage' of Focus+Specialty. Is this on top of the +Specialty damage already added by Careful Aim, making it Specialty+Focus+Specialty?
For my character that would be 3+2+3 which is 8! Voila, I have a dual purpose Powerstrike available when aiming!
Pretty much! With his shield out, Ringo's char has eighteen points of damage reduction in Melee. That means a 3d6 damage Melee attack- that's like, a bear paw or a broadsword- would clip off a single HP.
Granted, in practise a lot of the heftier close-combat implements bypass some Resistance, but not enough to counteract all of it.
Don't compare PCs against PCs! You can (mentally) nuke NPCs even if you don't seem to match up.
If you used Terror on an area where every hex of the blast radius was occupied (i.e., maximum 7 targets) by a "normal" human, statistically there's a 90% chance that at least 6 of them would fail their check and be forced to fall back.
Basic melee attack: Single action, +20 to hit (+40 vs organics) 1d8 damage, RP5
(scalpel) Single Shot: Double action, 1d8+9, +40 to hit (+60 vs organics), RP9, consumes 1 charge,
(repeater rifle: 6 charges. Takes a double action to recharge, effective range 40 hexes [to-hit penalties beyond that])
Medic abilities
Anatomical Precision: +20 attack bonus and +4 critical hit damage versus organic targets. Stimulating Medicine: The character can grant a single adjacent ally a +2 bonus to an attribute for the duration of the encounter, but that ally loses 4HP/MP for the duration of the encounter depending on the attribute that benefits. Anaesthetic: allies have a +4 Resistance bonus in the turn directly after being healed Heal: As a double action, heal an ally of 10HP or MP. Outside of combat, you may relieve an ally of up to 3 injuries or traumas. Triage: use Heal twice on an ally (usually you can only do it once) Quick Witted: Reactions based off INT rather than AGI or FOC Greater Heal: (from Triage) expend 4MP when using Heal, and the target also recovers an injury or trauma. Dedication [INT]: Reroll failed INT checks once. Sedate: (from Anaesthetic) Expend 4MP and make a Melee attack. If the attack causes damage, the target suffers a Stun effect (-40 to attack)
Item abilities
Myre shot: (of which you have 5) - target recovers 1d6+Medic HP and may ignore the effects of one injury for the duration of the encounter. Using it is a double action, and it may be passed to other party members.
Punch: Single action, 1d4
(bare hands) Single shot: Double action, 1d12+5, RP6
(scattergun: 1 charge, double action recharge)
Psionic abilities
Basic TK attack: Double action. 1d10+6 kinetic damage, AP3. Will knock target back 1 hex if they fail a Resistance check versus damage. Constrict: 4MP, double action. Target makes a STR check opposed by TK's Force check (1d100 + STR versus 1d100 + 60). If target fails, they're completely immobilised. Drains 1MP for every turn that it is active. Target may reattempt check once per turn. Only one target may be Constricted at a time, unless the user expends Edge to target another. Shield: Double action. For duration of encounter, user has +6 armour while they still have MP remaining. Crush: 4MP, double action. Target takes 3d6+6 bludgeoning damage, AP6. Constricted targets take further +8 damage! Deluge: 1EP, full turn action. Targets in a 2-hex cone take 3d6+10 damage. Bypasses 8 armour. Levitate: XMP, double action. Move self or a Constricted target up to 6 hexes, 1MP per hex. Anyone hit by the levitating person takes 6 bludgeoning damage unless they can Evade the attack.
[strike]Infinite Knives: stab a dude infinite times[/strike]
(On a Constricted target, Crush would do 48 damage with a critical hit.
Keep in mind that Edge Link "only" makes his TK +3 instead of +2, because it can't be more than half his WIL, but yeah, Iri's welcome to it for the next campaign :P
Edcrab on
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RingoHe/Hima distinct lack of substanceRegistered Userregular
edited December 2010
Also, my character is definitely EeDeetoo Ohnein. Should look something like this:
except shorter. Or maybe like this:
But only because Ed already has things in the setting that look like this:
Swing: Single action, 1d8 RP2, double action, 1d10+2 RP4
(wrench) Single shot: Double action, +40 to hit (+80 versus high-tech opponents), 1d6+7 RP5, one charge Burst Fire: Double action, +30 to hit (+70 versus high-tech opponents) 2d6+6 AP5, two charges
(SMG: 6 charges, single action recharge)
Tech abilities
Mech Fighter/Mechhunter: +40 to-hit chance, +4 to damage and +4 crit damage versus high-tech opponents. -10 to hit chance for high-tech attackers. Energising: when allies are adjacent to the Tech, their weapons take half as long to recharge (double actions become single actions). Also effects Tech's own recharging, already applied to SMG above. Shroud Signal: high-tech hostiles have a -10 to-hit penalty versus character and all allies in a 2-hex radius. Character and allies have a +1 bonus to their Stealth. Sabotage: Double action. Expend 1EP and immediately short circuit an adjacent device for 4 turns. When used against a mech, they suffer 4 malfunctions (equivalent to injuries/trauma) for 4 turns. This won't stack!
Item abilities
Smart Bomb: (5 of them) An intelligent nanotech munition. 2d6+12 damage, AP10. Deals half damage to allies, successful Evasion nullifies. Enemies are forced to reroll a successful Evasion check once. Double action, 20 hex throwing range, 2-hex blast radius Monofilament Tripwire: 6 hex throwing range. Nominate a straight line of 4 unoccupied hexes. Opponents that fail to spot the tripwire (Sense check, difficulty 150) and move through it take 6 damage and must pass an AGI check, difficulty 150 or miss their next turn- note that intelligent enemies will attempt to alert their allies to its presence, potentially nullifying it after one hostile has tripped it. This device may be retrieved for re-use by spending a double action while adjacent to it. Atomiser Charge: Double action to deploy, 6 hex throwing range, 3-hex cone. At the start of the Tech's next turn, the device will go off, dealing 50 damage to all targets with armour 15 or lower (more than sufficient to destroy medium and even heavy cover) and 25 damage to those with more. The loud, obvious nature of the device ensures that no hostile will remain anywhere near it... of their own accord, at least.
Don't ask me why an electrician/demolitions expert would have a wrench :P
Posts
And what exactly are the rules for full auto attacks?
Full auto attacks are full-turn actions and thus aren't really worthwhile for characters that don't specialise in them. Egos could opt to perform one and deal 2d8 damage to three targets that are adjacent to each other; or spend the same actions and direct bursts (3d6+3) to two non-adjacent targets.
Of course, if he had Ranged 5 and Autofire, a full auto attack would be 2d8+5 damage to six targets. Which would be an incredible amount of bang for your buck. But at low levels? Not so hot.
How do you keep dividing seven by two and getting five? The wiki says edgepoints are highest attribute+lowest/two. All three character sheets come out to 7/2 and yet all three have 5EP.
Only burstfire on the autocannon gets AP? And both Single shot and Burst fire take doubleactions? Why would I want Steady Shot then? I can't Aim and then fire the cannon twice, that'd take 5 actions! I guess I could switch to the pistol, Aim, and fire it 2-3 times.
Unless otherwise stated, a character can perform a double-action attack with a single-action if they're prepared to suffer a penalty to accuracy. In essence, Steady Shot would let the Heavy make a single-action attack (which would be boosted to normal accuracy) and a "normal" attack with the usual bonus for Aiming. If that makes any kind of sense.
And as for single shot having no AP... whoops, it's supposed to have a little bit. Fixed.
3d6+8 thre times over, with +30 for the first, 60 for the next and +0 for the third?
yeeeeeesh
Besides, you're forgetting that the cannon only has 6 charges. It would have to be two single-shots and one burst fire; three burst fires would drain too many charges.
I suddenly just have this vision of me standing in a hallway shooting everything in sight, never evading a single attack.
Call me EeDee.
EeDeetoo Ohnein.
Equipment Specialisation.
The Heavy is just assumed to have the perfect amount of familiarity with the workings, maintenance, and hell even lifting techniques necessary to handle his mobile WMD.
At present it's -30 to hit and some attacks can't be condensed (a Power Attack has to be a double-attack as specified in the aspect, otherwise HOLY CRAP that'd be a lot of damage handed down with a single-action attack) but that's probably set to change. I'm sure there's lots of holes in the system where that could be throughly abused.
Still, the idea of a high-level build so skilled that they never use double-action attacks because their base accuracy bonus is so massive that they laugh in the face of the -30 is... kind of cool. Maybe it should be something that PCs can grow out of...
A) Aim, Burst Fire (SA), Burst Fire (DA), Proceed to B
Recharge (DA), Move (DA), Proceed to A
I love this guy!
A double-action recharge is a unit of time more than effort; a physical limitation of the gun rather than its user. You could use that double-action to cleave someone with the axe attachment, or move, and the recharge would still occur in the background.
Oh, and I'll put together the Operative for Tommy and the Telekinetic for Infidel. Anyone else pipe in with a request that I missed?
What are the rules about switching weapons? Single actions or Doubles? I see the Quickdraw makes SA weapons a Free Action
Basic melee attack: Single action, +60 to hit, 1d8+4, double action 2d6+10, AP5
(longsword)
Single Shot: Double action, 1d8+4, +40 to hit, AP9, consumes 1 charge,
Charged Shot: When aiming, +4 damage, +AP4
(laser repeater: 6 charges. Takes a double action to recharge, effective range 40 hexes [to-hit penalties beyond that], silent weapon)
Stealth abilities
Basic sneak attack: +6 speciality bonus when attacking out of Stealth in Melee courtesy of Backstab. Spend 2HP and bypass 6 armour in Melee.
Assassin: Sacrifice 1HP and reroll damage for a Melee Stealth attack.
Improved Charge: +9 damage when charging.
Sprinting: Evasion set to +6 when running. When running (full turn action movement), move 19 hexes.
Martial Agility: make Melee attacks using AGI instead of STR.
Dedication [AGI]: Reroll failed AGI checks once.
Item abilities
Flashbang: Reusable high-tech globe that... flashes and bangs. Effect: Targets in a 1-hex blast radius make a Resistance check versus a power of 1d10+10. Failure leaves them Stunned (-30 attack penalty, -6 Reactions penalty) for four turns, or until they pass the save. One use every five turns, must be retrieved after being thrown.
For my character that would be 3+2+3 which is 8! Voila, I have a dual purpose Powerstrike available when aiming!
something seems up with that
Plus, Resistance is how I survive, hopefully reducing all incoming damage to the one point minimum.
Granted, in practise a lot of the heftier close-combat implements bypass some Resistance, but not enough to counteract all of it.
If you used Terror on an area where every hex of the blast radius was occupied (i.e., maximum 7 targets) by a "normal" human, statistically there's a 90% chance that at least 6 of them would fail their check and be forced to fall back.
Those of you familiar with the setting (which Phallakinetic shares, incidentally) might have the advantage, but there's a little bit of stuff here too
Before I make any headway, would it be possible to play as the medical professional? I'm a lover, not a fighter.
The medic is on my team.
WE ARE UNSTOPPABLE
Basic melee attack: Single action, +20 to hit (+40 vs organics) 1d8 damage, RP5
(scalpel)
Single Shot: Double action, 1d8+9, +40 to hit (+60 vs organics), RP9, consumes 1 charge,
(repeater rifle: 6 charges. Takes a double action to recharge, effective range 40 hexes [to-hit penalties beyond that])
Medic abilities
Anatomical Precision: +20 attack bonus and +4 critical hit damage versus organic targets.
Stimulating Medicine: The character can grant a single adjacent ally a +2 bonus to an attribute for the duration of the encounter, but that ally loses 4HP/MP for the duration of the encounter depending on the attribute that benefits.
Anaesthetic: allies have a +4 Resistance bonus in the turn directly after being healed
Heal: As a double action, heal an ally of 10HP or MP. Outside of combat, you may relieve an ally of up to 3 injuries or traumas.
Triage: use Heal twice on an ally (usually you can only do it once)
Quick Witted: Reactions based off INT rather than AGI or FOC
Greater Heal: (from Triage) expend 4MP when using Heal, and the target also recovers an injury or trauma.
Dedication [INT]: Reroll failed INT checks once.
Sedate: (from Anaesthetic) Expend 4MP and make a Melee attack. If the attack causes damage, the target suffers a Stun effect (-40 to attack)
Item abilities
Myre shot: (of which you have 5) - target recovers 1d6+Medic HP and may ignore the effects of one injury for the duration of the encounter. Using it is a double action, and it may be passed to other party members.
Punch: Single action, 1d4
(bare hands)
Single shot: Double action, 1d12+5, RP6
(scattergun: 1 charge, double action recharge)
Psionic abilities
Basic TK attack: Double action. 1d10+6 kinetic damage, AP3. Will knock target back 1 hex if they fail a Resistance check versus damage.
Constrict: 4MP, double action. Target makes a STR check opposed by TK's Force check (1d100 + STR versus 1d100 + 60). If target fails, they're completely immobilised. Drains 1MP for every turn that it is active. Target may reattempt check once per turn. Only one target may be Constricted at a time, unless the user expends Edge to target another.
Shield: Double action. For duration of encounter, user has +6 armour while they still have MP remaining.
Crush: 4MP, double action. Target takes 3d6+6 bludgeoning damage, AP6. Constricted targets take further +8 damage!
Deluge: 1EP, full turn action. Targets in a 2-hex cone take 3d6+10 damage. Bypasses 8 armour.
Levitate: XMP, double action. Move self or a Constricted target up to 6 hexes, 1MP per hex. Anyone hit by the levitating person takes 6 bludgeoning damage unless they can Evade the attack.
[strike]Infinite Knives: stab a dude infinite times[/strike]
(On a Constricted target, Crush would do 48 damage with a critical hit.
Behold, mortals, and despair.)
except shorter. Or maybe like this:
But only because Ed already has things in the setting that look like this:
You can call her Pocket, I'll see if I can get the costume to load in the costume creator (if I can find that...)
and
Swing: Single action, 1d8 RP2, double action, 1d10+2 RP4
(wrench)
Single shot: Double action, +40 to hit (+80 versus high-tech opponents), 1d6+7 RP5, one charge
Burst Fire: Double action, +30 to hit (+70 versus high-tech opponents) 2d6+6 AP5, two charges
(SMG: 6 charges, single action recharge)
Tech abilities
Mech Fighter/Mechhunter: +40 to-hit chance, +4 to damage and +4 crit damage versus high-tech opponents. -10 to hit chance for high-tech attackers.
Energising: when allies are adjacent to the Tech, their weapons take half as long to recharge (double actions become single actions). Also effects Tech's own recharging, already applied to SMG above.
Shroud Signal: high-tech hostiles have a -10 to-hit penalty versus character and all allies in a 2-hex radius. Character and allies have a +1 bonus to their Stealth.
Sabotage: Double action. Expend 1EP and immediately short circuit an adjacent device for 4 turns. When used against a mech, they suffer 4 malfunctions (equivalent to injuries/trauma) for 4 turns. This won't stack!
Item abilities
Smart Bomb: (5 of them) An intelligent nanotech munition. 2d6+12 damage, AP10. Deals half damage to allies, successful Evasion nullifies. Enemies are forced to reroll a successful Evasion check once. Double action, 20 hex throwing range, 2-hex blast radius
Monofilament Tripwire: 6 hex throwing range. Nominate a straight line of 4 unoccupied hexes. Opponents that fail to spot the tripwire (Sense check, difficulty 150) and move through it take 6 damage and must pass an AGI check, difficulty 150 or miss their next turn- note that intelligent enemies will attempt to alert their allies to its presence, potentially nullifying it after one hostile has tripped it. This device may be retrieved for re-use by spending a double action while adjacent to it.
Atomiser Charge: Double action to deploy, 6 hex throwing range, 3-hex cone. At the start of the Tech's next turn, the device will go off, dealing 50 damage to all targets with armour 15 or lower (more than sufficient to destroy medium and even heavy cover) and 25 damage to those with more. The loud, obvious nature of the device ensures that no hostile will remain anywhere near it... of their own accord, at least.
Don't ask me why an electrician/demolitions expert would have a wrench :P