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Update 29.5: Deimos Arcana

Source
Update 29.5: Deimos Arcana
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Since the initial Heart of Deimos release, you’ve delved into the putrid hills and caverns of the Cambion Drift and found a familiar place with the Entrati. As Deimos continues to fester within the Origin System, its insides twist and turn to expose new growth and life!
In this update, Deimos: Arcana uproots newly unearthed Isolation Vaults in The Underground of the Cambion Drift. The new Necramech, Bonewidow , with sword wielding weaponry awaits you in these unexplored rancid tunnels.
Prepare your Tranq Rifle and aim strong, the Undazoa and Nexifera have been spotted occupying the rotting landscape of the Cambion Drift. Remember to look both ways before crossing the Exocrine; the new Deimos Mitosid can attack at any angle!
Arm yourself with a slew of Infested weapons , build new Infested Kitguns , shatter enemies with the Gara Kaleida Collection , and much more with Deimos: Arcana!
***Please note, Test Cluster specific changes are at the very bottom of the Notes!*
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NEW DEIMOS ISOLATION VAULT BOUNTIES:
The Cambion Drift Underground you’ve come to recognize swells with new areas to discover.
Mother has 3 new Isolation Vault Bounties to complete! These new Isolation Vault Bounties become available after completing the initial Isolation Vault tier, with the respective Mother then offering the new Vault Bounty. As you unlock these new Vault Bounties, the difficulty will increase to match the prerequisite Isolation Vault and rewards will differ per Bounty.
In addition, 4 new Entrati Vault ruins await you in Isolation Vault Bounties!
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General Isolation Vault Changes:
NEW ISOLATION VAULT ENCOUNTERS:
New Isolation Vault Bounties also have 3 new encounter types within the Bounty!
Deimos Delicacies!
Daughter has tasked you to escort/protect a friendly POLYP-HOG JUGGERNAUT that is searching for Fungal Polyps! But we all know what happens when someone bothers us while we’re eating…
Infested Research!
Curious behaviors have been observed of the Infested interacting with the organic fluids in the underground caves. Subvert the fluid extraction device and throw it back at them to collect samples!
Cracks in Deimos!
There is a mysterious mist wafting throughout the area, driving the creatures within mad! Negate the effects of the mist with the Emitter Unit and seal the mist fissures before the creature's attempt to open the fissures.
BOUNTIES & ISOLATION VAULT FEEDBACK THREAD: https://forums.warframe.com/topic/1236087-deimos-arcana-new-bounties-isolation-vaults-megathread/
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NEW NECRAMECH - BONEWIDOW:
This fearsome Necramech, fashioned in honor of the Entrati matriarch, is a robust front-line fighter. Favoring armor and health over shield strength, Bonewidow can grab and hurl enemies, deploy a heavy shield for personal defense, and cleave through opposing ranks with a massive warblade.
Abilities:
MEATHOOK
Skewer and hold a target. Use again to hurl the victim damaging them and anyone near the impact site.
SHIELD MAIDEN
Raise Bonewidow’s shield to block incoming forward damage.
FIRING LINE
Sweep surrounding enemies into the line of fire with a force beam.
EXALTED IRONBRIDE
Summon a devastating exalted blade.
*See balance details on these abilities at the bottom of the document from our Public Test Cluster!
*Acquire the Bonewidow Blueprint and the required parts from Loid for Necraloid Standing!
MORGHA
Blast through enemies with a double-barreled shot of energized slugs. This siphons their life essence which is then used to generate the secondary fire’s massive air-burst mortar. The ancient Entrati weapon was built for Necramechs but also functions as an Archgun.
*Acquire the Morgha Blueprint and the required parts from Loid for Necraloid Standing!
BONEWIDOW FEEDBACK THREAD: https://forums.warframe.com/topic/1236086-deimos-arcana-bonewidow-necramech-megathread/
New Necramech Mods (max rank):
Necramech Flow +150% Energy Max
Necramech Efficiency
+60% Engine Efficiency
Necramech Drift
+150% Hover Efficiency
Necramech Friction
+60% Slide Efficiency
Find these Necramech Mods as rewards from the new Isolation Vault Bounties or from Loid for Necraloid Standing!
NEW INFESTED KITGUNS
Heart of Deimos brought forward the “Weapons Vendor '' of the Entrati, Father, of whom we mentioned would bring Infested Kitguns - and here they are! Purchase these parts from Father and visit your friendly Rude Zuud in Fortuna to build!
CHAMBERS:
*Vermisplicer *
Primary: Long-range proboscis attaches to a target and then splits off to attack up to five more enemies.
Secondary: Three short-range proboscises fiercely latch onto targets and maul them.
Sporelacer
Primary: Launches spore-sacs that explode with toxic mist on each bounce. Automatic trigger.
Secondary: Fires spore-sacs that rupture into three smaller toxic projectiles on impact. Semi-automatic trigger.
GRIPS :
Palmaris
This secondary grip increases fire-rate while sacrificing little in the damage delivery.
Ulnaris
This primary grip increases fire-rate while sacrificing little in the damage delivery.
LOADERS:
Arcroid
Small loader that contributes to both Critical Chance and Status Chance.
Macro Arcroid Large loader that contributes to both Critical Chance and Status Chance.
Thymoid
A higher capacity small loader with a slower reload process.
Macro Thymoid
Massive capacity loader with a long, cumbersome reload.
INFESTED KITGUN FEEDBACK THREAD:
https://forums.warframe.com/topic/1236085-deimos-arcana-infested-kitguns-megathread/
NEW KITGUN & WARFRAME ARCANES
Actualise... synergy... SYNERGISE! Residual Arcanes and Theorem Arcanes are geared towards synergising with each other to provide a different method of imposing elemental damage. Discover these new synergized Kitgun and Warframe Arcanes as rewards from the new Isolation Vault Bounties.
*Please review changes to these Arcanes at the bottom of the document from our Public Test Cluster!
Kitgun Arcanes (max rank)
Residual Viremia - On Kitgun Kill
20% chance to create a pool of toxic blood for 12s, dealing 40 Toxin Damage/s. Standing in the area applies the Toxin Damage to Theorem Arcanes.
Residual Malodor - On Kitgun Kill:
20% chance to create a frigid mist for 12s, dealing 40 Cold Damage/s. Standing in the area applies the Cold Damage to Theorem Arcanes.
Residual Boils - On Kitgun Kill:
20% chance to spawn volatile hives for 12s that explode when enemies approach for 80 Heat Damage in 10m. Standing in the area applies Heat Damage type to Theorem Arcanes.
Residual Shock - On Kitgun Kill:
20% chance to spawn an electrified spike for 12s, dealing 200 Electricity Damage to enemies within 10m. Standing in the area applies Electricity Damage to Theorem Arcanes.
Warframe Arcanes (max Rank)
Theorem Contagion
Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 15m dealing *150 damage *increasing their vulnerability to the globe’s damage type by 200% for 6s. Globes will persist for *30s upon leaving the zone.
+1 Arcane Revive.
Theorem Demulcent
Standing in a zone created by a Residual Arcane increases weapon damage by *12%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.
+1 Arcane Revive.
Theorem Infection
Standing in a zone created by a Residual Arcane increases damage of Companions and summoned Allies within *90m by *24%/s stacking up to 15x. Effect persists for 20s upon leaving the zone.
+1 Arcane Revive.
ARCANE FEEDBACK THREAD:https://forums.warframe.com/topic/1236088-deimos-arcana-new-arcanes-megathread/
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NEW DEIMOS ENEMY - MITOSID
It takes two to tango, Tenno. Previously known as “Splitter,” the clever Mitosid splits in twain to divide and conquer as the Diploid. Both the Basal and Feral Diploid make up for what they lack in maneuverability with what they have in appendages!
*****New Mitosid Mod Set*
We anticipated shipping a Mitosid Mod Set with Deimos: Arcana. After review, these Mods needed a bit more time in the oven, and we wanted to make this clear for those who may have come across them on the Test Cluster in any form to explain their fate!. We’ll return to the drawing board and ship at a later date!
Aerial attacks now execute a spin attack that deals +20% damage repeating 2 times in succession.
Mitosid Carapace
+60% Armor, +90% Health
Mitosid Claws
+90% Slash, +60% Status Chance
Mitosid Viscera
+90% Slash, +60% Status Chance
To use the Mod Set Bonus, simply do a Neutral Aerial Melee Attack (Space to jump, no input on WASD, then Melee!)
NEW ENTRATI MEMBER OFFERINGS
Grandmother has a new ‘Mend the Family’ option that allows you to provide Deimos Resources for Tokens of each Entrati member.
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Loid (or perhaps Otak..) are tooting their own horn with the Loid Sentinel Skin - available for Necraloid Standing with Loid! This faithful Necraloid has served the Entrati family for centuries. He now stands ready to offer his service to you. Complete the double-sided look with the Mask, Tail, and Wings.
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Loid has come into possession of the Ayatan Kitha Sculpture! Struck to commemorate the Entrati family’s power and prestige, as well as safeguarding their memories of one another. Many things changed in the years that followed, and that which had once shone brightly grew dark and dim. But even a single Ayatan Star may make all the difference.
Spend your Necraloid Standing for this new evergreen item!
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Son has new Vulpaphyla and Predasite Precept Mods available for Entrati Standing!
Vulpaphyla
Predasite
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NEW INFESTED K-DRIVE!
Grandmother has gotten her hands on a new Infested K-Drive and it can be yours by completing each of her Races out in the Cambion Drift! Once you’ve acquired the Ferverspine, Gristlebuck, Nodulite, and Steeba parts visit your friend Roky in Fortuna to build the Infested K-Drive!
DEIMOS QUALITY OF LIFE CHANGES:
Tenno have spent a lot of time with the Entrati family, and have shared valuable insights on how to improve their systems! Deimos Arcana brings many sought after quality-of-life improvements:
FREE ROAM SHARED AFFINITY CHANGE:
We’ve increased the Shared Affinity Range in Free Roam missions from 50 meters to 250 meters! When implementing the change to make Necramech’s level up to 40, it prompted the conversation of Necramech leveling and its restriction to Free Roam missions. With the addition of Bonewidow, it felt appropriate to dial the Shared Affinity Range up for these much larger tilesets. While it’s always ideal to stick together, we hope the 250 meter range allows you to both level up your Necramech faster and venture a bit farther in the landscape.
FISHING & CONSERVATION:
Undazoa and Nexifera now prowl across Deimos. Help Son study these new species of Infested wildlife!
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UNDAZOA
These peculiar creatures inhabit the exocrine, consuming contaminants and depositing their eggs. They will not instigate an attack, but if you provoke an Undazoa, be wary of each variant’s unique defense.
*Acquire the Undazoa Echo-Lure and Pheromone Gland from Son’s Offerings!
NEXIFERA
These heavy creatures occupy caves, poised to drop from the ceiling onto unassuming victims. Each variant’s landing has a unique effect. Be quick if you hope to catch a Nexifera before it ascends! They will burrow into the ceiling to make a quick escape.
*Similar to Velocipods, the Nexifera is an ambient encounter creature you can find out in the Cambion Drift.
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The Endocrine are home to 2 new species of Fish! Find the elusive Flagellocanth and Lobotriscid to bring back to Daughter!
FLAGELLOCANTH These specimens were originally parasites, breeding inside the wyrm-guts of Fass and scattered across Deimos in the debris of his explosive demise. They are drawn to his light. Processed Fass Residue is required to attract the Flagellocanth!
LOBOTRISCID
A muscular, three-tailed fish, the Lobotriscid trawls through Exocrine vapor across the surface of Deimos when Vome is dominant.
FISHING & CONSERVATION CHANGES & FIXES:
CONSERVATION FEEDBACK THREAD: https://forums.warframe.com/topic/1236093-deimos-arcana-conservation-changes-megathread/
GENERAL DEIMOS CHANGES:
NEW INFESTED WEAPONRY:
Your Arsenal is about to get a whole lot more sticky with a slew of new Infested weapons!
CATABOLYST
Splatter enemies with a short-range stream of corrosive bile. Upon reload, toss the ammo bladder as a grenade. The emptier the pistol’s ammo bladder, the more potent its damage.
*Acquire the Blueprint for the Catabolyst from Bio Lab Research in the Dojo!
PROBOSCIS CERNOS
A version of the Mutalist Cernos Bow, each arrow spawns a swarm of sticky appendages on impact. These tongue-like probes latch onto nearby unfortunates and drag them close before bursting into a mess of diseased goo.
*Acquire the Blueprint for the Proboscis Cernos from the Market.
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PULMONARS
Take-hold of the malignant evolution of an ancient martial weapon with these Infested nunchaku. Pummel and infect with these two pulsating hunks of flesh connected by a ligament.
*Acquire the Blueprint for the Pulmonars from the Market.
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BUBONICO
This infested arm-cannon rapid-fires toxic terror on its enemies. Rain down a triple volley of explosive disease bladders from a distance, then move in for the kill by unloading a multi-shot barrage of toxic barbs with primary fire.
*Acquire the Blueprint for the Bubonico from Bio Lab Research in the Dojo!
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SPOROTHRIX
This long-distance sniper rifle fires a razor-sharp, virus-soaked barb that continues to attack its host before violently erupting in a spore-laden mist. Scoped headshots increase lethality.
*Acquire the Blueprint and Components for the Sporothrix from the new Isolation Vault Bounties.
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ARUM SPINOSA
Slash through enemies with two leaves of the exceedingly rare Arum Spinosa plant. Heavy Attack to whip a flurry of toxic spines at ranged attackers.
*Acquire the Blueprint and Components for the Arum Spinosa from the new Isolation Vault Bounties.
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CAMBION ARMAMENTS COLLECTION
New weapons have emerged from the seething horror of the Infestation, each bringing a fresh, living aspect to their power. Featuring the bile-loaded Catabolyst Pistol, Proboscis Cernos Bow, Pulmonars Nunchaku, and the devastating Bubonico arm cannon.
INFESTED WEAPON FEEDBACK THREAD: https://forums.warframe.com/topic/1236089-deimos-arcana-tenno-reinforcements-megathread/
GLAIVES REVISITED:
Many of these changes focus on enhancing the unique gameplay options that a Glaive can offer. We’ll start simple with throwing mechanics, and work our way up:
Heavy Attack (aka Glaive detonation) will now do more damage, more consistently! Damage numbers have been increased, and the area-of-effect falloff has been removed, meaning max damage no matter what part of the explosion hits an enemy. This should help encourage use of Glaives’ unique detonation functionality; another option to compliment swinging and throwing the weapon, allowing for massive bursts of damage when needed.
“Hold throw” mechanics now apply in Equipped Melee mode! When we added the ability to wield a Glaive alongside any one-handed secondary, we introduced a new system for throwing Glaives that was quicker and more intuitive. This modern system for both ground and air throwing has been applied to pure melee mode, making Glaives consistent no matter how they are used.
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In “Glaive + Gun” mode, players must use the melee key to detonate the Glaive while in flight. With only the Glaive in hand, the alt fire button is no longer reserved for your secondary weapon, which allows for added flexibility - press alt fire for a Heavy Attack detonation, or tap melee for a simple recall
Glaive throws can now be performed while sliding! Tap to perform a regular spin attack, or hold to throw. An added level of flexibility to the Glaive playstyle.
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Throw melee inputs can be “queued up”, one after the other! Also known as “buffering”, this means if you are holding a melee input as the Glaive returns to your hand, you will start charging another throw as soon as possible. With this change, a smooth gameflow emerges: throw a Glaive, hold melee as it returns, catch, release, repeat.
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Glaives can now be thrown multiple times in a single jump! Limitations to this type of throw have been removed to allow more chained throws.
With all of these improvements, Glaive throwing and detonating should become a more prominent and viable way to use these weapons. But we’re only getting started!
Another feature that makes Glaives stand out from other melee weapons, is their ability to be wielded alongside a one-handed secondary. This “Glaive + Gun” mode is also getting a couple upgrades:
Melee stance combos are now available in Glaive + Gun mode! Using a weapon combo will no longer restrict your melee options and movement, making Glaives even more deadly.
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Glaive + Gun mode now utilizes melee auto blocking when not aiming or firing! This feature introduced in recent melee system updates will now also apply to the weapon combo mode, offering the benefits of actively equipped melee while still keeping your secondary at the ready.
With all these changes combined, we hope Glaive gameplay will feel more fluid, fun and unique. To encourage exploration of these new mechanics, we are also making changes to Glaive Modding options, improving old Mods and introducing new choices for players to try!
Glaive Mod Power Throw has been given respective buffs:
This Mod will now be great for players who embrace the “catch and release” playstyle introduced by the changes to melee input queueing.
We also have two new Mods to help modify your playstyle even further…
Volatile Rebound: 100% Chance to explode on Bounce (Disables Punch Through).
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Volatile Quick Return: -4 Bounce. +100% Blast Radius. 100% chance to explode on Bounce (disables Punch Through).
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Unlike a Heavy Attack, the explosions from these Mods do NOT consume your combo counter. Equip Volatile Rebound to inflict as much chaos as possible from a single throw, or Volatile Quick Return for rapid targeted strikes.
*Find the Volatile Rebound and Volatile Quick Return Mods from Cambion Drift Deimos enemies!
Below are some specific changes per weapon from the above changes:
Cerata
Falcor
Glaive
Glaive Prime
Halikar
Kestrel
Orvius
Pathocyst
Xoris
Wolf Sledge
Glaive specific stat display changes:
GLAIVES FEEDBACK THREAD: https://forums.warframe.com/topic/1236096-deimos-arcana-glaive-changes-megathread/
XAKU ROUND 2 CHANGES & FIXES:
We’ve been keeping tabs on the usual feedback channels to read and review your takes on Xaku in their updated form. We have been pleased to see that generally these changes have been enjoyed thus far, and that we’ve taken a step in the right direction. But as many have expressed, and to which we have found ourselves agreeing, our work is not done yet on this Community Warframe!
So here we are with a second round of changes based on the most standout and widely discussed points we saw strewn across the feedback hubs. Whether it's iterating on Round 1 or offering new insight on Xaku’s abilities, we thank you for sharing!
General Changes:
Xata’s Whisper (Void Status Effect):
Grasp of Lohk:
submitted by CephalonAhmes to Warframe [link] [comments]

A D&D adventure inspired by the movie Twister(1996). Romance, science and evil tornadoes.

I assume everybody knows Twister(1996), the classic cinematic masterpiece about a divorced woman hunting down roaring tornadoes to avenge her father while also trying to get back with her ex-husband while also ducking it out with evil tornado chasers.
I would suggest this adventure for characters around lv 6 or 7: an air elemental is CR 5 and enemy casters have enough levels to have a variety of spells. At higher levels, your players could attempt to attempt to fight the storms directly.

The premise

An area of the world is routinely hit by tornadoes, at a much higher than usual rate. It's Kansas, but fantasy.
A natural meteorological phenomenon? Ridicolous, obviously it’s magic. A cult built and hid three temples to the storm gods, and they increase the rate of storms and tornadoes.
Every few centuries, an evil, massive tornado appears and destroys everything, and it’s about to happen again. A group of magicians specialized in studying weather patterns and ancient cults are the only people aware of the danger, and they’re working to stop it before it’s too late. But it’s not easy: they don’t have the ability to delve into the temples alone, and a group of treasure hunters looking to become rich scavenging the temples is getting in their way.
Only the players can help and save the region.

Introduction

The Good Guys
Your party will be contacted by Johanna Hunt, leader of the group of good wizards. With her are Harthur Paxton, her ex-husband that is accompanying them for unclear reasons (he’s still in love with her, but stubbornly refuses to admit it, even to himself.)
The party could also meet them on the road, while under attack by air elementals, or find them in town buying supplies and trying to warn people of the impending danger.
Other members of the party are The Preacher, a religious fanatic that sees signs in the weather and can make divinations, The Dustman, a weird wizard that creates and sells potions, constantly on an altered state of mind and very unreliable.
The movie has more NPCs, feel free to throw in your favourite, they'll be there mostly for show or minimal support. I suggest not putting too many or it risks slowing down everything and boring the players.
Some hooks for your group
Each of the 3 temples is powered by a magical item of the storm cult. Only when all 3 are removed, the storm will stop. The Johanna team wants to destroy them, to make sure it doesn’t happen again. The rivals want to sell them.
Greedy players may attempt to keep the items for themselves or sell them, angering Johanna, and if your players are playing big meanies, they could be hired by the Treasure Hunters in the first place, meeting Johanna only later.
The Bad Guys
The Rival Hunters are a group of mercenaries, magicians and tomb riders that only care about money, they want to pillage the temples and sell the content, instead of safely destroying it.
They all dress in identical black cloaks and menacingly ride black horses.
The Storm Cult is a generic cult of evil people wants to summon the Perfect Storm and destroy everything hoping to receive its blessing of wealth and power.
The Perfect Storm: this powerful Air Elemental is the final Tornado. It can’t be fought unless the party is at a very high level. It’s summoned in the prime material every few centuries for a single day.
It takes the form of an F7 tornado, with winds of up to 300 mph and it actively hunts for cities and people, causing as much death and destruction as possible.
It can lift entire houses and throw them directly at you, with pretty good aim.
Smaller tornadoes will regularly appear, followed by raging air elementals that hunt the players trying to stop the cult. Most tornadoes should happen far away, dealing damage in the distance, a grim reminder that the more time the players take, the more lives will be lost.
You could have one cross the path of the players, forcing them to slow down unless they want to face or, it maybe have it attack a nearby city, forcing a moral quandary: help them now, or finish the quest as fast as possible and leave them to die?
If the players take a long time, many towns will be razed, especially if the Perfect Storm has arrived. If they are fast, they should be rewarded by finding the region mostly intact. If they dilly-dally, it will be a graveyard.

The first temple

Both Johanna and the Hunters know the location and are headed there. In this buried stone building, many cultists protect the item chamber, with the aid of air elementals (Enemies stats below).
If you want to spruce it up, consider a few storm-themed traps:
  • A narrow bridge with sudden gusts of wind that threaten to push you down.
  • Wind currents that stop projectiles.
  • Rooms filled by storm, rain and lightning, with lightning rods that deal damage around them.
  • A room filled with a foot of water or a metallic grate floor that the cultists can throw lightning at.
  • A slope with a water current dragging you down and a hidden pit at the bottom.
At the end of the temple, the players will find the first item: The Skull of Dalton. Crafted from the Skull of a long-dead archpriest, it holds a crystal globe in its jaws, and inside the globe is a raging storm.
Skull of Dalton
Requires attunement.
The skull has 10 charges. While holding it with one hand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Gust of Wind(2 charges), Wind Wall(3 charges), conjure minor elemental(4 charges) or Storm Sphere(4 charges).
The skull recharges 1d4+4 charges each day if it is left in the open for more than 4 hour.
The skull grants advantage on all checks to maintain your balance or avoid being pushed, even if not held.
Johanna Hunt will want to destroy it right away. The players can convince her to keep it for the duration of the mission, to help fight the other temples, or refuse entirely and anger her.
Outside, the group will meet with the treasure hunters and be taunted by them. If the group has the skull, the hunters will offer to buy it. accepting will anger Johanna, refusing will cause the hunters to threaten the group. Another refusal will cause them to leave menacingly, promising they will come back.

The second temple

Johanna doesn’t know where this temple is exactly but thinks ist’s hidden in the city of Goodwind: it’s the only town in the area that, in 3 centuries, was never hit by a tornado, despite being in the middle of their path.
She is right. The temple is hidden under the mayor house, and the city maintains the ritual in exchange for protection from the storm gods.
The Mayor is Murray Vaughn, a simple man that knows what they're doing is dangerous, but wants to protect his community.
If the players come looking for the staff, he'll be very scared, and try to come up with a lie and downplay the danger of the storm, trying to convince them there is no cult and it's just the weather, like every other year. If the staff is in danger, he'll plea with the players to leave it there.
He's afraid that removing it would remove the only thing protecting the town. He is right, but doesn't know that the storms can be stopped entirely.
There are no cultists here, only civilians protecting their town. They will beg the players to not take away their only protection.
The players can try to trick, intimidate or convince the locals, they're regular people, not especially strong, evil or cunning.
If the players take too long or appear soft on the locals, Johanna, driven by her vengeful hate against tornadoes, will use force to get them to reveal the location, then storm in the temple alone and attack the locals.
If the players are in good standing with her, they can try to calm her down with the help of Harthur Paxton.
If they're not, she’ll have to be stopped by force. She will give up as soon as she reaches a third of her HP or is incapacitated.
The players can also help her. It is a fast and easy way to solve the issue.
Whatever happens, the hunters will rile up the town and start an angry mob to try stop her and the players.
If the players showed themselves to be reasonable and peaceful, they can calm down the mob. If they’ve been aggressive, they may be forced to fight.
During the chaos, an agent of the hunters, invisible, will try to snatch up the ritual item, the Staff of Wagner. Crafted from the arm of a long-dead archpriest, it holds a crystal globe in its hand, and inside the globe a swirling whirlpool of water.
Whatever happens here, this is intended as a roleplaying encounter: how the players interact and have interacted with Johanna will determine if she does something horrible she (and the players) will regret later, or if she manages to grow as a person, and give you a chance for some nice interaction between her and Paxton.
The Staff of Wegner
Requires attunement
The staff has only 3 charges. While holding it, you can use an action to expend 1 of its charges to cast one of the following spells from it, using your spell save DC: Control Water, Wall of water, Water Walk, Tidal Wave.
The cantrip Shape Water can be cast at will.
The staff allows its holder to breath underwater.
The staff regain 1 charge for every hour it is left under pouring rain, and needs to be kept moist at all times or stops working.

The third temple

Is hidden. It’s an invisible tower, revealed only when the Perfect Storm starts raging.
Knowing the position of the other 2, it can be triangulated on a map. The 3 temples form an equilateral triangle.
Edit - On a map, your players would have 2 possible locations to go to. Letting them choose at random is one option, but it could be frustrating, so here are a few ideas:
  • If they split in 2 groups, the one that arrives in the right location should be there just as the Hunters, giving them a chance to do some roleplay while they hold off the enemies until the rest of the party arrives
  • If they ask Johanna to show them the path of the other tornadoes, show them a clear "safe zone" around the location of the thing temple.
  • If they ask where the Perfect Storm is likely to appear, have it be in the middle of the triangle
  • Have the symbol of the cult be a triangle and put some hidden map in their second temple.
Thanks to user u/ffddb1d9a7 for pointing out the problem
If they don’t have a proper map or the players don’t want to do it, let Johanna or the Hunters do this part. If the players are in good standing with the town of Goodwind, have the mayor reveal the location instead, a reward for their decisions.
Remember that, the more time passes, the worst the storm becomes. Describe it accordingly: as they approach the third temples, there should be permanent overcast skies, tornadoes all over the horizon, a howling, wet wind carrying dirt and debris.
This time the hunters are already in the temple, fighting through the tower against the cultists. The players can kill them, leave them to die or try to help them.
If the players sided with the Hunters, it will be Johanna group that is already inside, fighting.
If Johanna is antagonistic with the players, she could lose faith in them and run away, trying to stop the Perfect Storm on her own.
If she’s friendly, you could make it so the storm is heading directly for the tower, and have her heroically run towards it to buy time.
Harthur Paxton will declare his love and follow her to (maybe) certain death.
The players can try to stop him, either by force or diplomacy. If they use force, they’ll have to tie him up, or he’ll run away at the first chance.
The last item, at the top of the tower, is The Heart of Gabriel. Crafted from the ribcage of a long-dead archpriest, it holds a crystal globe where the heart would be, and inside the globe swirls a crackling bolt of lighting.
The Heart of Gabriel
Requires attunement
The ribcage needs to be worn over the chest, in place of a set of armor. The globe disappears into the body of the wearer, a faint crackling sound accompanies each heartbeat.
When work, the ribcage offers resistance to lightning and thunder damage, +5ft movement speed and adds +1d4 lightning damage to all attacks. The wearer is immune to natural lightning and can cast Fly on themselves as an action once per long rest.
As an armor, it offers no more protection than a shirt.
Once all the rituals have been stopped, the storm subsides.
Conclusion
Depending on how the players interacted with Johanna, she could disappear forever with Hartur in the storm, or they could find the two barely alive, chained together to a deeply-rooted tree to not get dragged away.
If the hunters have been killed in large numbers, the group disbands. If the players saved them, they could convince them to renounce their life of greed, or ask for a slice of their future profits, and make a potentially useful ally for future adventures.
It’s possible the players joined them, asking for part of the treasure and abandoning Johanna entirely. In that case, the hunters will try to scam the players and skedaddle with as much treasure as they can.
If the players were fast, the area is mostly intact and will forever be grateful. If most towns were razed, it will eventually be settled by new people that know nothing of these sad events.
A romance? A romance between NPCs is not easy to do, and often not even wanted.
Feel free to downplay or skip it entirely, it is a risky move. If you want to try it, some suggestions.
Have the NPCs talk with the players, not between themselves. If they have issues, have them ask the players opinion. Have the NPCs talk between themselves only if it’s very short or funny. I don’t think you need to do it more than once, at the discussion in the second temple, and even then, it should happen side to side with the players.

Some statistics

A level 9 Cultist
Dressed in blue, gray or white robes, these cultists have a number of weather-themed spells and rely on powerful aoe, summoned elementals and home advantage to win.
HP: 40 (9d8), Str 9(-1), Dex 14(+2), Con 11, Int 17(+3), Wis 12(+1), Cha 11
AC 12, 15 with mage armor. Saving Throws: Int +6, Wis+4
Some thematic Spells: DC 14, +6 with spell attacks
Note: avoid using too many summoning spells, they slow down combat and make everything messy.
5st level: (1 or 2 slots) Cone of Cold, or Conjure Elemental, or Control Winds, or Maelstrom
4nd level: (3 slots): Conjure minor elemental, or Elemental Bane(cold or lightning), or Ice Storm, or Storm Sphere
3rd level: (3 slots): Call lightning, or Elemental Weapon, or Fly, or Sleet Storm, or Lightning Bolt, or Thunder Step, or Tidal Wave, or Wall of water.
Lower Levels: Magic Armor, Shield, Misty Step, whatever else.
Melee attack: wooden staff +5, reach 5ft, 1d4+2 bludgeoning. They use wooden weapons to avoid becoming lightning rods.
Ranged attack: crossbow +5, 60ft, 1d4+2 piercing.
Boss cultist
Give them more spells and some environmental effects: lightning bolts charge for one turn and fall the next, forcing the players to move. Powerful winds move people around the area. A tidal wave pushes the players away when they get in melee. A lightning shield wounds those that hit the boss.
A Hunter
Hunters shouldn’t fight to the death and avoid fighting at all if they have nothing to gain from it.
HP 100, Str 16(+3), Dex 16(+3), Con 16(+3), Int 15(+2), Wis 12(+1), Cha 10
AC 15, Studded Leather Saving throws: Dex +6, Con +6, Int +3
Passive perception: 16 (6th sense of the treasure hunter)
Multiattack: Attacks 3 times in melee and 2 times ranged.
Brute: Melee weapons deal 1 extra die of damage
Can shoot a crossbow from horseback with no penalties.
Melee attack: Blade +7. Reach 5ft, 2d6+4 + poison (take 1d6 damage, Con DC 15 to reduce in half)
Ranged attack: Crossbow +7, 30ft, 1d6+4 + poison (take 2d6 damage, Con DC 16 to reduce in half)
A storm
Fighting a tornado ain’t easy. This is just one suggestion on how to do it
  • Approaching is slow, the wind makes it hard to walk, and the rain, sticks, dirt and pebble inflict 1d6 damages to unprotected players, none If they’re wearing heavy armor or have shields or heavy cloaks.
  • Arrived near the tornado, they have to attract its attention. One this roars at them and changes its path to attack them, the fight starts.
  • The tornado does one of two attacks each turns: It spawns air elementals or it throws an object. The tornado can’t be attacked directly, the players need to hold it off for a number of turns until its energy runs off.
I would suggest 5 rounds for a weak tornado, up to 8 or even more if they try to stop a more powerful one.
Spawn elementals: On the first turn, it spawns 1 or 2 elementals. Between turn 2 and 4, it can spawn 1d4+1 elementals, and after the 5th turn, it spawns a single, larger elemental, two sizes larger with increased HP and reach.
Throw: a small object (+10 to hit, 1d6 damage), a medium object (+8 to hit, 2d6 damage) or a large object (+4 to hit, 4d6 damage in a 6ft by 6ft area).
When the fight is mid-way, an especially strong wind blows the players down, they are pushed in one direction by 5ft and have to pass a Dexterity or Strength DC 10 check to not end up prone.
You can add variables to make the fight more interesting: there is a house nearby, and the tornado moves towards it as the fight progresses, or some of the elementals ignore the players and attack it.
There is some large rock or ground formation that offers protection from the thrown objects.
There is an alchemist lab or explosives deposit nearby, and after 3 turns, the tornado starts breaking it down and throwing explosive projectiles.
A tornado is crossing the players path, they can go around it and waste time or try to fight.
Johanna&friends
Johanna is a competent mage, you can use the same stats as a cultist but replace some of her spells with utility spells. You don’t want her to steal their spotlight, but if she buffs or protects them, they’ll like her.
5th level: (1 slot) Dominate Person, Wall of Force.
4th level: (3 slots): Confusion, Greater Invisibility, Stoneskin.
3rd level: (3 slots): Counterspell, Elemental Weapon, Haste, Protection from energy, Magic Circle.
Lower levels: Absorb elements.
The other members of the group are low-level mages or experts and should have only a few low-level utility spells.
The Perfect Storm
This Gargantuan+++ air elemental is many miles wide and impossible to fight. If the players attempt, The wind is so strong it’s guaranteed to knock them away before they get even remotely close to it.
At many miles away, rain and wind are already very strong. Have the players occasionally be pelted by rocks and branches while they travel to the last temple: 2d6 damage, Dexterity 15 to reduce it by half. Have objects of increasingly large size fly in the vicinity of the players, culminating with an entire house.
Did you know they’re making a remake of Twister? It’s probably gonna be terrible but oh well.
If your players really want to fight it mano-a-mano and are powerful enough, have it stay around after all 3 rituals have stopped, with reduced wind and thrown objects. Have it fight like a regular tornado with more powerful summons and, occasionally, direct smash attacks added to its regular ones.
Consider the Elder Tempest (Mordenkainen tome of foes page 200 for ideas for a more classic fight).
submitted by dIoIIoIb to DnDBehindTheScreen [link] [comments]

Loot manager addon guide a.k.a how to play without ESO+ crafting bag

Loot manager addon guide a.k.a how to play without ESO+ crafting bag
25th January 2021
DISCLAIMER: I AM NOT RESPONSIBLE FOR ANY LOST HAKEIJOS.

Introduction

Yet another ESO+ trial is here to entice players to subscribe for access to the crafting bag. Maybe you can't afford it, or simply don't want another subscription - should you really let the lack of inventory space affect your enjoyment of the game?
I'll describe the Bandit Loot manager options that I use to get around this issue in this post. This is aimed primarily at PC players with access to addons, Bandit Loot Manager and Dustman are recommended.

How does it work?

A loot manager addon auto marks certain items that you filter (conditional logic) as trash items. When you interact with a Merchant NPC it auto-sells all the trash items. When you interact with a banker NPC it auto-deposits to bank.
Most of the items that clutter your inventory are trash items, to quickly clear them all you need to do is interact with the NPCs - Assistant merchant and banker (I use Fezez and Ezabi) are great for this.

How do I get in on this?

I use BanditUI + Bandit Loot Manager (https://www.esoui.com/downloads/info2279-BanditsLootManager.html)
You can also use Dustman for the same functionality - the checked boxes you need are more or less the same.

SOME BEHAVIOURAL CHANGES

It is highly recommended that you get the assistants for Banker and Merchant. If you can afford only one, go for the Banker - merchant NPCs can be found roaming the Overland. In groups you can ask your groupmates to spawn an assistant if they have one.
I recommend putting materials in the bank. I understand this will require some re-arranging and space-saving, but from my personal use I found that you need about 100 slots free to keep just the materials. So upgrade your bank as much as possible - Upto 200 is a good amount, and you should hover around 170ish.
For armors (not so much of a problem now due to Set Collections), furniture, decon items etc. I recommend using the storage boxes which can be gotten via master writ vouchers. Try to get at least 3x60.
This guide auto-sells most materials that are not max level. Believe me that is the biggest source of clutter in the game and they are mostly useless.
The caveat of keeping rare style mats is that they take up a lot of space and are only useful for doing Master Writs, I recommend selling the writs OR doing them sparingly.
Set items are left untouched so you can decon them for adding to Set Collections.

Your sequence of actions should be:
DECON (if possible/if you want) -> Sell to merchant -> Bank
this ensures trash items are sold and "good items" are banked. 

OK I've installed it, what now?

Time to set it up. In the addon settings menu (ESC > Addons usually) select Bandit Loot Manager and you should see a lot of options. The options I use and recommend (explained shortly) are attached to this post as screenshots.

Explanation + my setup in words


First page.
Auto sell in store ✔
Sells items marked as trash to merchant instantly. RECOMMENDED 
Auto currency transfer❌
I recommend you transfer money to bank manually. Upto you. 
Auto deposit to bank ✔
RECOMMENDED. Auto deposits to bank. 
Auto laundry with Fence ✔
RECOMMENDED. 
Remember items
IMPORTANT. Some items (such as Hakeijo) have to be MANUALLY UNMARKED as trash. Once marked as not-trash it shouldn't auto-sell. 
Chat messages
Upto you to see the level of detailed info needed. I leave it at the first option. 

CURRENCY
None selected, since I don't auto currency transfer. 

CONSUMABLES
Same as above. Has useful options though for common trash items like Soul gems, it doesn't accumulate all that much to be an issue IMO. Can be handled manually. 
ITEMS
Common trash items -> Auto-sell Non-set armoweapons (eg. Ruby Ash staff) -> Auto-sell Ornates -> Auto-sell Stolen items -> Auto-sell (Note: this + auto-laundry makes fencing automated) Jewelry -> NO SELECTION (Note: I personally keep jewelry to decon on my alts. If you don't need this, you can auto-sell or decon without selecting) Glyphs -> NO SELECTION (Note: I personally keep Glyphs to decon on my alts. It's not very significant xp unless you decon green and above, so you can set that OR auto-sell to save space) Fragments -> NO SELECTION Potions/poisons -> Auto-sell (so much clutter) Food/drink -> Auto-sell under Purple quality. (Note: Food can be easily bought off guild traders, I prefer to save space) Furnishing -> NO SELECTION 

Second page.
MATERIALS
Low level materials -> auto-sell (Note: Marks mats under max level (eg. Jute) as trash - this is where the bulk of auto inventory management happens) Alchemy, Blacksmithing, Clothier, Woodworking, Jewelry, Furnishing Materials -> AUTO-BANK (IMPORTANT, only sends max level items to bank) Style materials -> Destroy (CAREFUL! If you want to buy style mats from a common merchant, make sure to TURN THIS OFF, otherwise it will be automatically destroyed. Turn it off, buy the items and bank 'em if you need to buy) Trait material -> Destroy (so much clutter) Crafting boosters -> AUTO-BANK (They sell for a bomb) Food ingredients -> Destroy (useless trash mostly. CAREFUL! If you want to make your own food buying mats from Guild Vendors, TURN THIS OFF. Doesn't destroy Roes) Potency/essence rune -> Auto-sell (so much clutter) Aspect rune -> Auto-sell (so much clutter) Note: I have unmarked runes required for writs (eg. Oko, Deni etc.), you can do so as well. 
RECIPES
Crafting style known: Destroy Under BLUE IF not known by MAIN Select your main character in the box to the extreme right. It saves recipes not known by current character and your main (everything else is destroyed) Crafting style unknown: NO SELECTION Recipe known: Auto-sell/Destroy (same as Crafting style known) Recipe unknown: Same as Crafting style unknown Blueprint known: Auto-sell/NO SELECTION (Note: You don't get all that many blueprints to constitute a major inventory issue, you can manually filter these - some are really rare and sell for a lot. Thanks u/DinoZavr) Blueprint unknown: Same as above 

Third page.
MAPS/WRITS
Treasure Maps -> DESTROY ALL except Valuable. (Note: Personal preference, they accumulate so much and clutters a lot, and its not worth it unless you are farming Ancestral leads.) Survey maps -> Auto-bank (Lucrative) Master writs -> Auto-bank (Useful) Scrolls -> NO SELECTION (Can be done manually) 

TL;DR:

All presets.
Install Bandit's Loot Manager
Use my preset
?????
PROFIT
submitted by 00tra to elderscrollsonline [link] [comments]

Kaiserreich Beta 0.15 - 'Leaving for Syria'

The Ottoman rework has been teased for a long time so I know you’ll be happy to hear it is finally here and ready for you to enjoy! Not only that, but the National France rework comes with it two, along with several other new focus trees. We’ve also spent time working on other changes, such as letting you recall volunteers, along with many bug fixes and performance improvements. We hope you enjoy the changes and have fun playing Kaiserreich!
Note: As always this patch isn’t save-game compatible. If you would like to continue your game please use the manual download found here:
- The KR4 team
Changes
Notable Additions
New Focus Trees
Reworked/Expanded Focus Trees
Tweaked Focus Trees
New Events
Tweaked Events
New Decisions
Tweaked Decisions
New Custom Country Paths
GFX
Music Mod
Mapping
Miscellaneous
Fixes
Notable Fixes
Other Fixes
We hope you enjoy playing Kaiserreich as much as we did making it!
- The KR4 Team: Alpinia, Arvidus, Augenis, Blackfalcon501, DSFDarker, Carmain, Dr. Njitram, Drozdovite, Edouard Saladier, Eragaxshim, Flamefang, Fort, JazzyHugh, Jeankedezeehond, Jonjon428, Jonny BL, Krco, Liegnitz, Maltesefalcon, Matoro, Nijato, NukeGaming, OperationsManagementDecisions, PPsyrius, Pietrus, Rei VL, Rylock, SPQR, Starguard, Telcontar101, The Alpha Dog, The Irredentista, Thomahawk2k, Vidyaország, WordZero, Yard1, Zankoas and Zimbabwe Salt Co.
submitted by Alpinia_KR to Kaiserreich [link] [comments]

Ultimate Casino Cashback Guide - Earn over £500 - Every Offer Explained!

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submitted by Leth96 to beermoneyuk [link] [comments]

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If you complete all these offers then you should make £207.11 cashback in profit through the offers alone. If you are new to the cashback sites and sign up through referral links then this will be £219.11 instead. There's also a chance you can make a profit on any or all the offers and walk away with even more.
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submitted by pKYmlCo70Iyn9D0q38L1 to beermoneyuk [link] [comments]

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TopCashback, Quidco and OhMyDosh always have a number of gambling offers available, with the offered amounts often changing daily or weekly. There are currently quite a few offers available on each where the cashback amount is more than the required deposit or wager amount. I've done most of these and always keep an eye out for when the amounts increase, to make sure I can get the most for my money. The offers they have on today are some of the best I've ever seen for each of them.
The first step is to sign up for the cashback sites if you haven't already. If you use a referral link to sign up then you can get an extra bonus once your cashback becomes payable:
Then the next step is to work through the offers. These are all only available for new customers, so if you already have an account with one of the sites then you won't be eligible for the offer from them unfortunately. It's also worth checking the terms as some have specific wagering requirements, for example Betfair Poker must be completed within 3 days of opening your account and low risk roulette bets (covering 25 or more of the 37 outcomes) are excluded from counting towards the wager.
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Notes
If you complete all these offers then you should make £232.55 cashback in profit through the offers alone. If you are new to the cashback sites and sign up through referral links then this will be £244.55 instead. There's also a chance you can make a profit on any or all the offers and walk away with even more.
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  • I've listed the highest paying in terms of deposit/wager to cashback offers here, but if you have a preference for one cashback site over the other then they often offer very similar amounts if you'd rather go with the other instead.
  • Similarly, some sites (OhMyDosh in particular) offer a lower cashback amount but also a lower deposit/wager amount, which may be more appealing to some.
  • I don't like to say the cashback is guaranteed as all the cashback sites say it never is, but I've never had an issue with any of these sites, whether through gambling or other offers.
  • Please be aware that these all these offers all are gambling, so I'd highly recommend depositing and wagering only the mimimum amount required to get the cashback, then withdrawing any profit you may have made.
  • Please Be Gamble Aware when using these sites.
Let me know if you have any questions about any of these offers :)
submitted by pKYmlCo70Iyn9D0q38L1 to beermoneyuk [link] [comments]

Space Marine Fast Attack Selection Opinions (open debate)

I wanted to get a brief overview of the Fast Attack slot for Space Marine armies - so this is just my personal tentative view
I'm not going to give a numerical rating since efficacy depends on the mission, and I'll do the list according to their current Battlescribe order which is mostly alphabetical (Salamander v27 Unbound). In addition, since it's unreasonable to expect every player to have EVERY index - I will be lacking Chapter Specific strategies, stratagems, relics and so on.
So, that being said: Let's a go!
Opinion: Jump Packs mandatory, if you are going to not jump then tacticals would be a legitimate better option as I feel the humble Power Fist will likely outperform the Eviscerator in most cases.
For the most part I would say this unit is 99% useless since they aren't enough of a discount cheaper than Vanguard Veterans, but there are a few things. First of all, being a non-elite is kinda a big deal for marines... I'm not sure if it's enough of a boon in this case, and is a moot point if you just run extra detachments for more elites.
The Sarge can take a combat shield, which means it can be upgraded into shield relics - but I feel this is a failing since VVs can take the shield in any slot - not just the Sarge, so if you are using the Combat Shield to take hits for the team you are in a position where you'll likely lose the sarge first.
I like Attack Bikes, but I'm going to call the Squad a loss... come back for regular bike squad in the next entry
Community Feedback: Attack Bike Squads seem to be a popular source of HBs and MMs even without the attache Bike Squad. They are also the cheapest way to complete a Brigade Detachment if you don't need your FA slot. In terms of high mobility melta they out damage equal weight of Land Speeder so a triple of attack bikes can do a lot of damage.
Furthermore, being W4 means they can eat any D3 that is meant as a dedicated anti-gravis (IE: Eradicator) and keep on ticking
While Outriders and ATVs are taking over, I still feel the Bike Squad has a serious place. Being able to take a pair of special weapons, a Combi-Sarge and an Attack Bike tack-on makes for a VERY powerful unit. Salamader pride here, but I think the Multi-Melta plus 3 flamer setup is the best load out. The Heavy Bolter+3 regular melta is also fun.
This unit is why I don't think Attack Bike Squads are viable any more, since you can get all their benefit by attache, and Attack Bikes didn't gain an extra wound the way regular bikes did... but they are still a great addition to a Bike Squad if you really need a high-speed multi-melta. That's 5 high speed meltas
In terms of competition against Eradicators it's tough, you do get an extra melta via the bikes, but no Total Obliteration... but that's ok, because this is a Fast Attack selection!
Hey! They're more viable than ever now! Still a tad too pricey unless you can plop them exactly where you need them, but since their cannon minimum range has been buffed as well as missile max damage, plus the rulings on how Drop Pod DOORS are counted in terms of space...... there's a fair chance you can shoot every single enemy on the table when you drop this (probably not, just sayin')
I never could get them to work in 8e, but 9e looks very promising for them. Any ChapteDoctrine benefit to increase their accuracy helps since they land at BS4... which is another buff since you don't land at BS5 and need Iron Hands to get them to even shoot properly.
They're even allowed to shoot at characters as long as you respect the standard Look Out, Sir rules - whereas they couldn't shoot them before.
I mean, to put it another way... you can drop one of these on an AM tank pit and on a chain of lucky rolls instant kill every Leman Russ and Basilisk they have. This requires a miracle though... like 3 miracles at least. It's VERY inconsistent and people tend to prefer consistency over swing. I love swing though, so this is a unit I love now.
I think these guys are falling a little behind due to how early they are. Like the OG Intercessor their compatriots have power crept faster... namely the change to the Heavy Bolter, defacto cutting the power of an Inceptor in half if using the bolter profile... of course, this doesn't apply if shooting at W1s.
But that's just the gun, they have more - their movespeed matches that of Land Speeders and are debatablely more useful. I just wish they gained an extra attack or got a +1 on Hammer of Wrath or a Power Scythe for the sarge or something. Plus, if you were planning on using Intercessors for SMGs... an Inceptor is basically a twin-SMG only better; absolutely destructive on turn 2/3
I don't touch the plasma... that stuff is scary for a Gravis (:<) but if there's a niche for non-charged plasma, these guys might be the best source.
EDIT: I'm told that plasma inceptors are rather good due to their high speed (and flight) - i have something of an anti-plasma bias due to their high individual model cost, so in fairness - they are one of the strongest sources of on-demand plasma due to being able to put out an average of 4 shots PER model, a lot more than Hellblasters. May be the most on-demand plasma available period, aside from perhaps massive Scion assistance.
Community Feedback: I overlooked something really that I shouldn't have.. the blast rule. Due to being 2x plasma you can use the guaranteed 6 shots against applicable targets with a superior profile even without overcharging. Secondly, while being the cheapest source of on-demand plasma there is value in having a Kamikaze Nuke when it will win the mission. Such tactical details in the comments below are VERY worth reading.
Ehhhh, muh medic - that aside, they're at an excellent place right now. Defensively they're 10ppw which is among best-in-faction for Marines while also having a choice between 2 very good weapons. 10/10, would medic again.
I can't even really ADD anything to that, they're REALLY good. They even beat many other non-melee units in melee due to having A4 (crappy profile, but still - you can add 1 or 2 extra guardsmen with those)
In terms of a single-shot multimelta I would prefer the Attack Bike attached to a Biker Squad due to the extra protection so for a singular invader I would prefer the Onslaught... but they SQUADRON, that means 6~9 cap on a great platform.
They're now basically just the regular Land Speeder (Typhoon) with an Assault Cannon instead of HB/MM. While I personally would permit someone to use the Assault Cannon/Missile Land Speeder as proxy, this is an official FW model so ... like... buy FW.
They lost all their special rules, but in exchange they are functionally the same grouping as the other Land Speeders and can safely be called "The 4th variant"... they're a Typhoon with an Assault Cannon, no more/no less
Frankly too expensive or too flimsy. They also squadron, but the added Heavy Flamer (assault cannon) just doesn't really sell them for me... but they are the only high-speed heavy flamer left (if you exclude the Invictor Battlesuit Incendium Cannon)
Landspeeder with twin-missile launcher and heavy bolter... I just can't swing it over taking... literally a devastator squad with 2 missile launchers and heavy bolter. Of course, the devastator costs 20 points more, so.... ehh. If you want missiles, it's weird for me to say this, but the Deathstorm Drop Pod is the superior option as long at it shoots at at least 3 units
On the flip side, on large tables those 48" missiles combined with high move speed lets you kite infinitely against everything except AIRCRAFT... but since the bulk of the missions don't favor that, I don't see any utility here. (Example, it would be a STAPLE on Death or Glory since they can just dash off to the side and you'll NEVER catch them)
I do like that they are cheaper, but for a HB platform the attack bike is better most of the time (I mean, it's not like you need to put a land speeder on the roof of a building, right?)
Of all the Landspeeder variants this one is weirdly the most viable due to not having any fat on it - it may only be an HB, but it doesn't waste any points doing that.
Their ability to buff Whirlwinds is..... a thing. If you are already using Whirlwinds then these guys can increase your output by a minimum of 25%, which helps now that Whirlwinds can't be buffed by auras.
Anecdote time: I bought a Malcador tank for 30k because they were the only non-titanic with the ability to titanic Tank Shock because I had this gimmick in mind to RUN OVER the enemy... then that ability got nerfed, then the Malcador got nerfed, then Tank Shock got nerfed, and then 8e came out removing Tank Shock entirely.
So.. I never got to run anyone over.
Outriders.... ... kinda let me do that! Sure, it's not a Baneblade using Crush Them or a Malcador doing it for free; but they have a best-of-all-worlds shooting profile with that twintercessor rifle, they also have that chainsword and "possibly" 6 attacks on the charge (7 for the Sarge)
I think the Outrider Sarge might be a fair target for the Master Artisans stratagem since that chainsword with 7 attacks can be upped to D2
Their only downside is their unit size... 3 is rather small for a unit that BEGS to be running full 9s, plus they don't have any heavier weapons.
But at least you get to roadkill W1s with extreme gimmickness.
Unless you can cheat and put 5 of these in a Land Speeder Storm I'd say these guys are completely dead. Same cost as regular bikes for one less wound, one less armour. Their grenade launchers seem to be free though, so, like, I suppose the fact that they have Outflank means you can bring them in late on turn 3 to grab 4-quadrants (can enter enemy deployment zone)... I really don't understand the game balance behind Frag/Krak grenades so I'm willing to hear any arguments for a 9pack of scoots with Krak Launchers deployed in the enemy base
Sorry, no. For slightly less than the cost of 2 Invader ATVs you get... 1 ATV plus an ironhail stubber. In some ways this could put them equal to the ATV, if you really don't need S5 specifically - but 2 ATVs seem like they'd always be better. And you can't use slot limitations as an excuse since ATVs can squadron
Similar to above, only for Meltas... I still think I'd prefer 2 melta invaders (or a MM/M bike squad) for the same points, but this guy does have T6 which is a very nice number to be at. And unlike the Failstrike this thing has a secondary weapon that works. This thing is rather pricey though, for the sme price you can take a 4 lascannon Predator which gains more range, more T, more W.
Use only where a flying melta is required
This one is interesting, but too expensive. It's BS2 which is extremely rare on vehicles these days, but the rest of its loadout is basically just 3 mid-range lascannons. BS2 triple lascannons is slightly worse than BS4 quad lascannons, but it's close, and the added twin-autocannon is nice, especially with added blast .
Of course, it's really weird to me that so many anti-air weapons have blast when there's no squadronable Aircraft that I know of.
Frankly I would prefer a Landspeeder+Whirlwind than this. It's the same price and you're exchanging 3 lascannons for just a heavy bolter, but you gain line-of-sight bashing.
I'd only use it where you need flying lascannons and don't want to use a Stormtalon/Stormhawk.
On the flip side, the Thunderstrike has probably the safest Sweep and Clear since they can yeet any small scale deep strike team
I prefer the Firestrike for wrote damage, but these guys ARE good. Split fire to paralyze an entire front line before a charge, or camp them on top of a building for unparalleled non-character sniping (you guys are using 12" buildings as terrain, right?)
Their biggest downside is not being allowed to go up to 6 men.
Also, their autocannon is a niche target for the Master Artisan stratagem since you get a D3 autocannon, 3 shots, with S/T advantage over T5 gravis... could see niche play.
If you don't care about overwatch... frankly these guys are still pretty decent since they have high speed and long range, making them among the best units on missions like Death or Glory
I would 8/10 these guys, but they aren't FA any more... they are now fortifications. This really sucks (for me), but if you were planning on bringing a fortification anyway, then these guys are great filler since you get like 5x fort slots and probably only wanted to use 1 anyway
... ...
Post Script
Fast Attack is a great slot and massively improved over 8e. I still feel Assault Squads haven't found their niche when there's VVs - and the same goes for Scout Bikes Vs. Regular bikes. The splitting of landspeeders into essentially 7 different units (if you count the primaris ones) just feels silly when they don't have too many differences between them.
Inceptors are the unit I most changed my mind on spending the last 2 hours writing this - I went in being disgruntled that they aren't D2... but then bounced back by thinking of them more like Mastercrafted SMGs.
Invader has that glorious Medic-combo of course. I also lament that Outriders and Suppressors can't go up to 6.
Mission Plan
This is a short breakdown of SOME missions and how the FA slot might perform depending on terrain. I left out any missions that don't really give any FA advantage
submitted by Lokarin to WarhammerCompetitive [link] [comments]

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