Useless Useful Spell: Difference between revisions

(Rescuing 5 sources and tagging 0 as dead. #IABot (v2.0beta9))
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** Pinning is worse off. Blast and Melta weapons have limitations that can be overcome, as the [[Tank Goodness|tank-happy]] Imperial Guard are happy to demonstrate. Pinning requires that the enemy is vulnerable to it. Most armies have either a preponderance of Fearless units ([[The Corruption|Chaos Marines]], [[The Legions of Hell|Chaos Daemons]], [[Horde of Alien Locusts|Tyranids]], [[The Usual Adversaries|Orks]]), very high Leadership ([[Badass Army|Space Marines]], [[Our Elves Are Different|Eldar, Dark Eldar]]), or else use many small units of infantry who rely on tanks for their big hitters ([[Redshirt Army|Imperial Guard]]). Ironically, one of the few armies vulnerable to Pinning, the [[Scary Dogmatic Aliens|Tau]], are its biggest users.
** For Grey Knight Paladins, Feel No Pain. Paladins are Terminators that have 2 wounds, and with Feel No Pain can virtually double that survivability because statistically half the wounds of small arms fires will be ignored. Looks great on paper, not so much in practice. The Apothecary upgrade needed for that [[Fn P]] costs 75 points, enough for another Paladin to join the squad (note that this upgrade does not give the unit another body, it just makes an existing Paladin an apothecary). On top of that, because of their high armor save and 2 wounds, Paladins are scared shitless of any [[AP 2]] or Strength 8+ weapons already, which are the only things that will now stop their Feel No Pain, turning them from once being possible targets to now Tankshell magnets. Several who argued that Feel No Pain was considered a [[Game Breaker]] later had a serious case of [[Did Not Think This Through]].
* In ''[[Star Wars]] Roleplaying Game Saga Edition'' the Surge and (especially) Disarm powers are largely useless since their main function is done better by Move Object.
** Surge increases your speed as a free action (this part is still useful) and increases your jump distance and height... by a max of 9 and 2 meters respectively (impressive in the real world, but '''not''' impressive in ''Star Wars'') and requires a fairly high DC to do this. You could instead throw ''yourself'' with Move Object and move ''9'' meters in any direction at half the DC.
** Disarm lets you disarm ''one'' weapon using your Use the Force as your disarm check. Move Object can do the same but uses the (typically far lower) will defense instead of reflex defense and with a longer range. This is improved slightly in the ''Knights of the Old Republic'' book which states Improved Disarm applies to the Disarm power.
 
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