Sorry if this question has already popped up, but does Mighty Shot talent work for each hit in an autofire barrage?
This sounds a bit too overpowered to me...
Sorry if this question has already popped up, but does Mighty Shot talent work for each hit in an autofire barrage?
This sounds a bit too overpowered to me...
It hits on every shot, including scatter. Each hit deals damage seperately, and therefore has bonuses, toughness, and armor applied seperately. The exception is Dual Shot, which only applies the toughness to the final damage total.
If autofire is chewing enemies up, send in ones with more armor and toughness. Melee weapons deal with both more easily than ranged.
Also apart from Assassin most classes have to wait until rank 6 to get it.
Assassin gets it at rank 3. The only real exception is Metallican Gunslinger who can get it from the start. But for a character who cannot really use anything other that pistols for ranged combat it is not overpowering.
Baldrick said:
Also apart from Assassin most classes have to wait until rank 6 to get it.
Assassin gets it at rank 3. The only real exception is Metallican Gunslinger who can get it from the start. But for a character who cannot really use anything other that pistols for ranged combat it is not overpowering.
Santiago said:
The Gunslinger grants all those talents, yes... but you can't actually purchase all of them within the first 1000xp of the character, and the two career paths it's an alternate rank for both grant all those abilities anyway, later but for lesser cost. All it allows is the ability to purchase those abilities earlier, at increased cost and with the drawback that the character suffers significant penalties when trying to use any non-pistol gun.
and with the drawback that the character suffers significant penalties when trying to use any non-pistol gun.
Depending where your campaign plays, this may be a massive penalty - while everyone else has no problem shooting over 100 metres, you have a good time trying to stay in cover while getting in range of your pistols...
Of course, if combat usually plays out in under 20 metres, it's less of a drawback.
Within 120meters the gunslinger reigns supreme. The damageoutput and the flexibility (pistols are small, many different can be carried and quickdrawn, 2x auto pistol w manstoppers for mooks, dual shot hotshot laspistol for bosses, both easy to get hold of) is extreme. There is a certain argument wether the metallican gunslinger is forbidden the Armsman talent. I took it for a character that had the gunslinger as her third or fourth rank (so she already had two basic weapon skills), wich made her pretty nasty even at 200+ meters. Even without Armsmaster, we decided to remove the gunslinger (and the gunturret-mechanicus and the jedi-ninja) from our next campaign since they simply got all the goodies so easily, and was not very thotoughly playtested.
I would simply bump Gunslinger up to about rank 4. There's nothing wrong with getting all those powers, but getting them so early and all at once is a bit of a problem.
Templar and Secutor are somewhat overpowered, but not really any more than Psykers and Assassins already are. At least the first two have to worry about one or more prohibitively costly Characteristic advancement in order to achieve their full level of power, and therefore require indepth knowledge and planning. I introduced a new player to the game a few weeks ago, and in less than an hour, she had made a Moriat Assassin who is easily the equal of any other borderline-broken combat character (she had 4000-ish experience to work with in order to join our campaign).