How many hate abilities per round & engagement after a kill
- adamspecial
- Posts: 13
- Joined: Sun Oct 09, 2016 10:45 pm
How many hate abilities per round & engagement after a kill
Hi again! I have a couple of questions. I really don't understand how it's supposed to work.
First: how many non-action hate-fueled abilities can an adversary use per round? Could a dragon use fire breath, dread spells, and savage assault in the same round (in addition to its granted attack)?
Second: say 3 companions are in close combat against 2 opponents. Oppo A has two companions engaged, oppo B just one. However, opponent A is KO'd by a companion before the other one engaging it can act. Can this companion switch to opponent B and engage it? Or will he not be able to attack until the next turn when engagement is established again?
First: how many non-action hate-fueled abilities can an adversary use per round? Could a dragon use fire breath, dread spells, and savage assault in the same round (in addition to its granted attack)?
Second: say 3 companions are in close combat against 2 opponents. Oppo A has two companions engaged, oppo B just one. However, opponent A is KO'd by a companion before the other one engaging it can act. Can this companion switch to opponent B and engage it? Or will he not be able to attack until the next turn when engagement is established again?
Re: How many hate abilities per round & engagement after a k
Yeah there isn't really a limit regarding Hate expenditure. The Dragon could do all you say in a single round (hence they are terrifying opponents capable of wiping out entire teams).
To answer your second question, yes the companion can switch to opponent B. He does not lose his turn because his initial opponent was defeated.
To answer your second question, yes the companion can switch to opponent B. He does not lose his turn because his initial opponent was defeated.
James Semple, occasional composer of role playing music
Re: How many hate abilities per round & engagement after a k
Yes to your first question, as bluejay already pointed out.
Regarding the second, I'd say that the RAW doesn't allow to swap engagements during a round, but I'd rule it possible in the case of a death: your opponent is no longer attacking you, and the hero is free to move unhindered around the battle ground, looking for other foes.
Regarding the second, I'd say that the RAW doesn't allow to swap engagements during a round, but I'd rule it possible in the case of a death: your opponent is no longer attacking you, and the hero is free to move unhindered around the battle ground, looking for other foes.
Re: How many hate abilities per round & engagement after a k
Ah it might not be explicitly in the RAW right now but yes it's definitely the way it's meant to be played.
James Semple, occasional composer of role playing music
- adamspecial
- Posts: 13
- Joined: Sun Oct 09, 2016 10:45 pm
Re: How many hate abilities per round & engagement after a k
Thanks a lot guys! Yeah, dragons are scary.
I have another quick question though: let's say a wood elf takes (spears) as her starting weapon skill. Can her starting equipment include one great spear for close combat and one spear just for the volleys? Or: is it doable (aesthetically, historically, martially, whateverly speaking) to go around with both a great spear (pike?) and a spear (javelin?) and maybe even a sword?
I have another quick question though: let's say a wood elf takes (spears) as her starting weapon skill. Can her starting equipment include one great spear for close combat and one spear just for the volleys? Or: is it doable (aesthetically, historically, martially, whateverly speaking) to go around with both a great spear (pike?) and a spear (javelin?) and maybe even a sword?
Re: How many hate abilities per round & engagement after a k
It is, and it's the best combo in the game to have a score for melee and missile by just rising one skill. And the Encumbrance of carrying a Great Spear and a normal Spear at the same time is not worse than other combinations, like Great Sword and Bow or such.
Re: How many hate abilities per round & engagement after a k
Technically the Wood Elf gets to pick one type of spear as their starting equipment. They can have a sword as well. See the section 'Weapons' on page 78 of the Revised Core Rules.
Personally I wouldn't find it game-breaking to allow them to have a spear plus a great spear.
To follow up on Falenthal's point, the great spear is probably the best weapon in the game. High damage, low edge, decent injury rating and the Called Shot is a Piercing Blow. It's devastating.
Personally I wouldn't find it game-breaking to allow them to have a spear plus a great spear.
To follow up on Falenthal's point, the great spear is probably the best weapon in the game. High damage, low edge, decent injury rating and the Called Shot is a Piercing Blow. It's devastating.
James Semple, occasional composer of role playing music
- adamspecial
- Posts: 13
- Joined: Sun Oct 09, 2016 10:45 pm
Re: How many hate abilities per round & engagement after a k
Ah so everyone already noticed the combo!
So with elves having a martial standard of living, I think they can either trade their sword for a spear, or buy one with the first point of treasure they find.
So with elves having a martial standard of living, I think they can either trade their sword for a spear, or buy one with the first point of treasure they find.
Re: How many hate abilities per round & engagement after a k
And, when used by a Wood-elf, don't forget to get the Spearman's Shield Reward (to get a still higher Parry rating on top of your cultural high Wits) and an increase in the Injury rating when raising Valour.bluejay wrote:Tthe great spear is probably the best weapon in the game. High damage, low edge, decent injury rating and the Called Shot is a Piercing Blow. It's devastating.
With a decent skill, and using a bonus die from the Preliminary rolls whenever possible, try a Called Shot every round. You'll be the envy of all those axe-wielding dwarves, that need two hits to kill a single Orc Guard.
Re: How many hate abilities per round & engagement after a k
Yeah I tend to find players love using Called Shots every round in Close Combat until the first time they fumble (i.e. roll an eye and miss) and take a huge beating. After that they become far more wary!Falenthal wrote:With a decent skill, and using a bonus die from the Preliminary rolls whenever possible, try a Called Shot every round. You'll be the envy of all those axe-wielding dwarves, that need two hits to kill a single Orc Guard.
James Semple, occasional composer of role playing music
Who is online
Users browsing this forum: Butterfingers, timb and 3 guests