The Arbiter:
On paper they didn't seem that hard but those blasting charges are phenomenal...if they hit. Same with the grenade launcher. I think against Grimm I wounded and pinned like 2 or 3 of his guys with one frag grenade because of some hot rolls.
To be precise, you seriously injured two of my guys with one frag grenade. I got lucky on the blasting charges and the other attempts at frag grenade, but that one frag still did the most damage (to me) of anything you fielded.
quote:
Meanwhile the chaos spawn doesn't do that much damage but it just pins the enemy down.
The damn thing is immune to pinning, flesh wounds, and serious injuries. Plus Toughness 5. So normal people need to roll 5+ followed by a 6 or it keeps going (high strength Ogryn would do a bit better). It will happen eventually (and did for me), but it still takes a lot of rolls on average.
To be fair, that scenario has the chaos gang in a bad situation tactically, all split up with a good chance for the attacker to deal with them piecemeal. Which I sort of did, I just lost a couple of turns to bad luck. That would be good for the Ogryns I think, they could plow through the first group and just tough it out against the heavies of the second group.