Additional Combat Talents (Ascension Focused)

By At Last Forgot, in Dark Heresy House Rules

Hey there, I just put together a few more combat talents mainly aimed at our Ascending Death Cultist who was a little upset that there were no new combat options available to him during Ascension. I tried to focus on giving more utility or versatility rather than straight "power" when making these talents, but let me know what you think.

Acrobatic Charge
Prerequisites: Ag 40, Acrobatics
The character is capable of charging in an erratic pattern, able to run full-force into the enemy after any number of sharp maneuvers. When making a Charge action, the character is no longer subject to the restriction that the last four meters of the move be in a straight line. In addition, the target of the charge need only be two meters away at minimum.

Burning Hatred
Prerequisites: Frenzy
Seething with barely controlled fury, in combat the character is never more than a step away from flying into a destructive rage. When initiating a Frenzy, the time required is reduced to a Half action worth of swearing, self-flagellation, or other ritual actions in order to bring their anger to the forefront.
Normal: Without this talent, beginning a Frenzy is a Full action.

Counter-Time
Prerequisites: Counterattack
When wielding a pair of weapons, the character has the skill and versatility to use them in concert when defending. After making a successful Parry against a melee attack, the character may choose to perform a Counterattack with either the weapon which was used to Parry or with another weapon they have at the ready.
Normal: When performing a Counterattack, the character’s free strike must be with the same weapon used to parry.

Fleet of Foot
Prerequesites: Ag 40
The character is a blur whilst charging their opponents, able to reach incredible speeds before launching their attack. A character with this talent increases the maximum distance they can charge by an amount equal to their Agility bonus in meters. In effect, this raises their Charge range from 3*AB to 4*AB meters. (For example, a character with an Agility of 43 may now Charge a target up to 16m away, rather than 12.)

Mighty Fortitude

Prerequisites: Toughness 40

Shielded by divine providence or simply possessing an unreal level of grit, the character is able to shrug off blows that would kill a lesser man. In combat, the character may spend a Fate Point in order to halve all damage received this round (after reduction for Armor and Toughness bonus). This lasts for one full round from the time it is activated.


Rapid Feint
Prerequisites: Ability to make multiple melee attacks
The character has mastered the art of swordplay, and is capable of misdirecting an opponent’s defense much more gracefully. The character may substitute one of their attacks (such as those granted by Two-Weapon Wielder or Lightning Attack) for the Feint action. This must be declared before you roll against your Weapon Skill for that attack.
Normal: Without this talent, Feint requires a Half Action to use.

Rapid Takedown
Prerequisites: Takedown, Ability to make multiple melee attacks
You are even more skilled at taking an enemy alive, capable of weaving non-lethal blows into your flurry of strikes. You may substitute one of their attacks (such as those granted by Two Weapon Wielder or Lightning Attack) for a Takedown maneuver. This must be declared before you roll against your Weapon Skill for that attack. If the attack succeeds and does at least 1 point of damage, that damage is ignored. Instead, the target must make a Toughness Test or become Stunned for one round.
Normal: Without this talent, a Takedown requires a Half Action to use.

Swift Disengage
Prerequisites: Acrobatics, Agility 50
Able to spin away from combat in a dazzling display of athletics, the character no longer need fear retributive strikes when moving away from attackers. When using Acrobatics to perform a Disengage action, rather than reduce the Disengage to a Half action the character may instead utilize their Reaction to perform the Disengage.
Normal: Without this Talent, testing Acrobatics to perform a Disengage is a Half action.

Two-Weapon Mastery
Prerequisites: Two-Weapon Wielder, WS 50
The character has spent countless hours perfecting their talents with their weapons, mind body and blade becoming one entity of murderous intent. The character may choose a specific weapon, such as a Chainsword. When wielding this weapon as part of Two-Weapon Wielder, the penalties for fighting with two weapons are reduced by 10. This means a character with both Two-Weapon Wielder and Ambidextrous as well as this talent suffers no penalties to fighting with two weapons, provided they are the type selected for this talent.

At Last Forgot said:

Hey there, I just put together a few more combat talents mainly aimed at our Ascending Death Cultist who was a little upset that there were no new combat options available to him during Ascension. I tried to focus on giving more utility or versatility rather than straight "power" when making these talents, but let me know what you think.

Acrobatic Charge

This is a good idea. Fills a bit of a hole currently.

Burning Hatred

This is nice, and might have been good as a elite or alt rank fr a specific death cult. For ascension however as Berserker Paragon talent allows you go berserk as free action it's likely t be ignored.

Counter-Time

This is pretty nice, it's stil usefull in ascension.

Fleet of Foot

Pretty good, potentially very useful but not op

Mighty Fortitude

This is good, can see a few other classes that would this too.

Rapid Feint

Rapid Takedown

Quite like the idea, may well be seriously game changing though

Swift Disengage
I like the sound of this a lot, but assassin strike or blade dancer pretty much allows this as a free action, may be good for other classes more though.

Two-Weapon Mastery
Again, the Paragon talent Storm of Blows gives this bonus to all weapons.

All in all very good, be interested if you are doing anything for other classes. I'm also a big fan of alternative career ranks so there's a good home for more talents.

At Last Forgot said:

Burning Hatred
Prerequisites: Frenzy
Seething with barely controlled fury, in combat the character is never more than a step away from flying into a destructive rage. When initiating a Frenzy, the time required is reduced to a Half action worth of swearing, self-flagellation, or other ritual actions in order to bring their anger to the forefront.
Normal: Without this talent, beginning a Frenzy is a Full action.

Totally unnecessary, as Flagellant works better, allowing people to go into Frenzy as a free action.

At Last Forgot said:

Fleet of Foot
Prerequesites: Ag 40
The character is a blur whilst charging their opponents, able to reach incredible speeds before launching their attack. A character with this talent increases the maximum distance they can charge by an amount equal to their Agility bonus in meters. In effect, this raises their Charge range from 3*AB to 4*AB meters. (For example, a character with an Agility of 43 may now Charge a target up to 16m away, rather than 12.)

<ahem> Pardon me, but have you even heard of the Sprint Talent? A new Ascension level talent would probably cost several hundred exp, while Sprint allows the addition of your Agility modify in meters, or double the distance in a run action.

Denmar1701 said:

At Last Forgot said:

Fleet of Foot
Prerequesites: Ag 40
The character is a blur whilst charging their opponents, able to reach incredible speeds before launching their attack. A character with this talent increases the maximum distance they can charge by an amount equal to their Agility bonus in meters. In effect, this raises their Charge range from 3*AB to 4*AB meters. (For example, a character with an Agility of 43 may now Charge a target up to 16m away, rather than 12.)

<ahem> Pardon me, but have you even heard of the Sprint Talent? A new Ascension level talent would probably cost several hundred exp, while Sprint allows the addition of your Agility modify in meters, or double the distance in a run action.

Aye, I thought it was quite similar to Sprint too.

It's similar to Sprint, but Sprint only works on a Full Move or a Run action. You can't use it to increase the distance of your Charge action, which is something a Death Cultist would very much like to do.

Also, thanks for pointing out the other Ascended stuff I missed. I completely glossed over most Paragon Talents because I assumed them to be strict regurgitation of the previous talents, simply grouped. Evidently I was wrong!

Yeah they are all a bit more than the sum of their parts.

Counter-Time
Prerequisites: Counterattack
When wielding a pair of weapons, the character has the skill and versatility to use them in concert when defending. After making a successful Parry against a melee attack, the character may choose to perform a Counterattack with either the weapon which was used to Parry or with another weapon they have at the ready.
Normal: When performing a Counterattack, the character’s free strike must be with the same weapon used to parry.

You should call this RIPOSTE . :) Because that is what you are describing. Counter-Time is a attack responding to an opponents counter-attack.

How about:

Counter-Time

  • Prerequisites: Counterattack
  • If the player's attack is parried and their opponent makes a counter attack the player can make a free parry. A successful parry of the counter attack allows a free counter attack.
  • Normal: When performing a Counterattack, the character’s free strike must be with the same weapon used to parry.

and

Baited Blade

  • Prerequisites: Counterattack, Two Weapon Wielder (Melee)
  • If the player parries an attack they may make an immediate melee counter attack with their secondary weapon instead of the parrying weapon.
  • Normal: When performing a Counterattack, the character’s free strike must be with the same weapon used to parry.