Simple question: What are the best weapons (or your favorite weapons) to use when using the Two-Weapon fighting talent?
Best weapons for Two-Weapon Fighting
I've always been a fan of a good, balanced blade. Daemonic, if at all possible ;p
we've had a few duel-wielders over the years,
we had a commissar with a fondness for two powerfists
we had a metalican gunslinger with a taste for ripper pistols
we had a moritat who ended up with a pair of master-crafter lathe-blades
another commissar who used a storm-bolter and inferno pistol - recoil gloves and the pistol grip upgrade were abused here
Those are the ones that come to mind at the moment
Regards
Surak
[...]
we had a commissar with a fondness for two powerfists
[...]
Quick question.
How did he take them off?
[...]
we had a commissar with a fondness for two powerfists
[...]
Quick question.
How did he take them off?
Very carefully!
On a serious note he needed several servants to get him into his full battle regalia anyway, think medieval Knight with his small band of serf's and your not far wrong.
Its been a while but I think he did ask the groups slightly unhinged techpriest to come up with some way of removing them in an emergency.
And before anyone comments on how unhinged that group was, the commissar was frequently used as a projectile by the groups psyker or ogryn. It wasn't a sensible campaign, but by the emperor was it fun to GM.
Regards
Surak
In close combat, using the regular Rogue Trader rules, Thunder Hammers are the best weapons, and there is virtually no reason to use anything else. The exception would be if you are fighting an opponent who has ridiculously high parry and cannot dodge, in which case a Flexible weapon *might* be more damaging on average (or if he's 3 meters away and you can't move closer for whatever reason, but odds are you can either destroy the obstacle with your thunder hammers or fly closer with a jump pack - there might be more exceptions, but they are all relatively rare).
For those who might comment that you can't parry with Thunder Hammers (why parry anyway, when dodge is so much better and harder to counter?), the answer is in the same book as the hammers themselves. Power-wristblades at BQ grant a +35 bonus to Parry, have power fields, and leave your hands free to wield Thunder Hammers.
You might not have known, but the Thunder Hammers from Into the Storm are one-handed. There is nothing to indicate otherwise. Their only real weakness is that Energy-based overkills often result in all the target's grenades exploding at you simultaneously, but if you have a decent Agility bonus, that shouldn't be too big of a problem.
Personally, my favourite weapons to use are fists and improvised weapons (the larger the better). Chain-weapons are a close second. So visceral. Setting stuff on fire with a Loi-Patten Burning Blade is also pretty sweet.
In ranged combat, again using the basic rogue trader rules, I believe that fully upgraded Ork Shootas are the most powerful ranged weapons you can dual-wield. Slather them with some Sacred Unguents and they won't jam too often. Of course, this relies on putting out so many attacks that you can't help but score a double righteous fury or two, and each of your turns in combat will take weeks to resolve. Storm Bolters perform a similar role and are less heretical.
Tau pulse rifles are also excellent - they are more effective against armoured targets, and each shot has two dice on which you can score a righteous fury. Much less frustrating to roll for, as well, and less likely to jam.
If you like the Dual Shot talent, having two inferno pistols (or a selection of digi-meltas) around to crack heavy armour is also really sweet. Dual shots suffer DR from armour separately, but melta-weapons have a very high penetration to begin with.
If I sound bitter, that's only because I am. I'm not very fond of the original Rogue Trader mechanics. Most of these combinations wouldn't actually work under the Only War/Rogue Trader combination my group uses.
Edited by MagellanFor those who might comment that you can't parry with Thunder Hammers (why parry anyway, when dodge is so much better and harder to counter?), the answer is in the same book as the hammers themselves. Power-wristblades at BQ grant a +35 bonus to Parry, have power fields, and leave your hands free to wield Thunder Hammers.
You're mostly right, but Best Quality melee weapons give a +10 bonus to tests to attack, specifically, although the bonus to Parry is still at +25.
If I sound bitter, that's only because I am. I'm not very fond of the original Rogue Trader mechanics. Most of these combinations wouldn't actually work under the Only War/Rogue Trader combination my group uses.
Same here. Our GM converted the rules to OW and tend to houserule obviously stupid things like Thunder Hammers being one handed.
Besides, even two-handed, the Thunder Hammer is a beast against most things.
I've always been fond of duel power discs. mostly for the fact that the last person to wield them had TK powers so they would come back to her hands. tended to look like a much bloody version of Tron after a bit.
You're mostly right, but Best Quality melee weapons give a +10 bonus to tests to attack, specifically, although the bonus to Parry is still at +25.
Right you are. I was thinking Only War despite myself.
Myself, I disallowed Swift Attack's use with Unwieldy weapons. Just changing the Thunder Hammer to two-handed, I feel, only changes the 'best weapon in the game' status to power fists instead of thunder hammers. Powerfists are not nearly as good (especially in OW, where Shocking actually does something) and have other drawbacks, but melee attacks in OW don't really need weapons with massive damage to slaughter entire rooms anyway.
Heck, not too long ago I had a character whose unarmed attacks did 1d10+20 damage, +22 when frenzied and could get a total of 14/16 hits in a turn. That's without focusing on strength at all, though he was allowed to count his BQ Bionic Arms as BQ weapons.
I recently had a player dual wielding Hellguns with pistol grips and recoil gloves. His nickname then on became "Turret."
I recently had a player dual wielding Hellguns with pistol grips and recoil gloves. His nickname then on became "Turret."
Why would you need pistol grips for that? A style choice?
Yea, it was more for craps and giggles. He realized later after shooting at longer distances that his range was halved, but opted to keep it anyways. He mentioned something about "the price you pay for being a good Turret."
I made my RT a gunfighter. Think Yosemite Sam in space. Dual plasma pistols was all kinds of fun.
Well in a RL game we had the mutant with dual power fists. He was dumb as a rock and blew his nose clean off when he forgot to turn the power field before trying to pick his nose. He also lost his prosthetic nose a couple of times for the same reason.
The Rogue Trader in the same game was a gunslinger who dual wielded either inferno pistols or custom storm autopistols (for lots of dakka). Both had their advantages and drawbacks.
I did a rather insane build inspired by Metal Gear Rising's very own Senator Armstrong. After talking it over with my GM, it was decided that with Best Quality powerfists and Concealed Weapon Bionics from Inquisitor's Handbook, he'd allow me to use metal hands for normal use while also being able to turn them on for good ol' punching. As we house-ruled it that Unwieldy weapons could not Swift Attack, it's not the best of weapon choices. But with all the damage bonuses from upgrades, frenzy, etc, it comes out that he really only needs to hit once to take care of most foes.
I made my RT a gunfighter. Think Yosemite Sam in space. Dual plasma pistols was all kinds of fun.
I do the same thing with my Lady-Admiral (self-proclaimed) Amaretto. Rogue Trader career, of course. She totes around with two BQ plasma pistols, though I am hoping to add a lot more stylish gear to the list once I manage to make those acquisitions. BQ Las-Gloves (lady gloves that shoot lasers!), Melta-rings (so chic!) and more. My self-imposed restriction is that I only allow myself to use weapons I consider befitting of a lady, so there's a lot of unnecessary demands for Best Quality! But then again, I'm quite sure she'd rather than die than be caught looking unstylish.
Two Storm Bolters. Veritable wall of lead.
For normal humans, I've got an DH character I'm rather fond of that goes twin hand cannons w/ manstoppers. He likes to bring the pain.