Arch-Militant

Discussions pertinent to the rules rewrite

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Re: Arch-Militant

Postby Sparks » Fri Sep 27, 2013 11:46 am

Also, dropping it on None like it ranged: No Thanks. You dont HAVE to take it at the top level after all, but I know that i'd take it in a heartbeat. 9 disable arms per combat? I can find a LOT of use for that.
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Re: Arch-Militant

Postby mindwanders » Fri Sep 27, 2013 1:42 pm

Ok, so we drop disarm from ranged.

Sparks, that's one of the things I'm also worried about :-p

I guess at a call every three seconds and needing to change targets you might not disarm all the crew on every encounter. In all seriousness is this too many disable calls to hand out at range?

MelEe gets 3 dismember instead. But, I'm not sure that feels right at range.
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Re: Arch-Militant

Postby Sparks » Fri Sep 27, 2013 1:53 pm

Yeah, it is pretty good, admittedly. I'd be a proper nuisance with that.

However, it is also the call most appropriate to a marksman, out of the list.

Dismember 3/Combat would probably be fairer. You can totally maim someone with a well placed shot from a tricked out weapon.
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Re: Arch-Militant

Postby mindwanders » Sun Sep 29, 2013 1:25 am

I've added Silenced 3/combat to This One is Mine.

I've altered None Like It (Ranged) to have the option of Stun 3/combat, Silenced 3/combat and Dismeber 3/combat and removed Disarm and Disable.
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Re: Arch-Militant

Postby Ghost » Sun Sep 29, 2013 1:51 am

Is 'none like it' melee going to be updated as discussed?
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Re: Arch-Militant

Postby mindwanders » Sun Sep 29, 2013 1:57 am

Sorry. Thought I'd already updated that for some reason.

Yes, Melee now has Disarm 3/Combat.
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Re: Arch-Militant

Postby Ghost » Sun Sep 29, 2013 1:58 am

mindwanders wrote:Sorry. Thought I'd already updated that for some reason.

Yes, Melee now has Disarm 3/Combat.


Thankyou very much :D
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Re: Arch-Militant

Postby mindwanders » Tue Oct 01, 2013 1:49 pm

Iron skin changed over to providing sheild calls as per other similar skills.
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Re: Arch-Militant

Postby NeillC » Wed Oct 02, 2013 11:31 am

I've got to say, I don't see why any Ranged Combatant would take anything but Dismember as their Advanced Talent option - it seems unbalanced compared to all the rest.
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Re: Arch-Militant

Postby Sparks » Wed Oct 02, 2013 1:59 pm

I think you might be right there you know.

Disable had the same problem, I wouldnt have given any of the others a second thought.
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