guges wrote:5-9 is almost a 50% of getting a skill... that means you'll probably get a skill more often than anything else.
guges wrote:I want to say that they just give you +1 a but I could be wrong.
Ko'Vash wrote:Having read the rules over several hours yesterday, can confirm that you don't get the +1 to hit while in melee and that you do otherwise use the pistol profile. I assume that that is why the pistol doesn't have the armor modification of the carbine. Tau would actually be quite handy in melee against the average dude if you could get lucky with a roll.
Now, of course, our ws of 2 will really hurt, as the average dudes seem to have 4s, so we're already 2 behind. The second pistol does grant us a second attack die, though, so that helps tremendously. If you can get the charge off, a pathfinder with a pair of pistols might just prove quite potent.
Or you could give them photon grenades and just expect to shoot more accurately than your average dudes up close with more shots (assuming you have gunslinger). Then, take the charge, allowing you to overwatch with your friendlies (supressive fire seems murky on if the target of the charge can overwatch, too, and I don't recall a rule giving it innately to a chargee) and still perform moderately well in melee thanks to the extra attack die.
Now, if it's against an actual melee specialist? You're still hosed baring really lucky rolls, I think. Against your average scout marine, though? I don't know the math, but I wouldn't discount a pathfinder set up this way from being able to win.
Real talk though, shas'ui losing their second attack stat hurts. I wanted my shas'ui set up this way, but I'll have to do it with just a normal pathfinder or a specialist (for the agility skill chart access).
Ko'Vash wrote:Clip harness allows you to clip yourself in place of you don't move. Normally if you are pinned while near a ledge, you could fall. This prevents that until you move. Good for a sniper on a vantage point.
Photo-visor allows you to drop the cover level of anyone the weirder is firing at for themselves only. Cover becomes open, superior cover becomes cover ( -1 to 0 and -2 to -1 to hit, respectively). Those aren't the proper terms, but you get what I mean.
The agility chart has some interesting stuff, but a lot of it relies on initiative checks. So while, like I said, it opens up options, they're not amazing ones for us. Not all of the skills there, anyway.
A question of my own. I recall there being a chart that you roll on where you roll 2 dice and pick your outcome from those two options. That WAS the skill chart roll, right? After you've already rolled your 2d6 for advancement and have chosen to roll for your skill? I worry that I'm mixing that up with another chart.
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