rohansoldier wrote:I like the idea of what you have done here as it allows players to have fun making up their own weapons.
Some of the points costs I feel are a little off though. For example paying 150% for an ap1 weapon. If you were to keep the basic stats of the weapon and just make it ap1 as the only upgrade it would only cost 15 points (10pts x 150%) which is too cheap.
(it is actually +150% not x 150% so in this example 10pts + 150% = 25pts) Similarly 100% is too cheap for +
D6 attacks. Sure, you might not think so when you roll a 1, but when those 6's come up your opponent surely will.
(i worked the points for +D6 attacks to be the same as +4 attacks, even tho on a D6 your avarage roll is 3.5 you have the potential to get those extra couple attacks)[u] Going by the above example, if I added ap1 and +
D6 attacks to the basic weapon, it would only come out at 50pts. That is amazing for a weapon that can cleave apart terminators like butter.
(there is already a weapon in the codex that does this for 35pts in the form of the Axe of Blind Fury) I would suggest adding more downsides in and not reducing the cost to compensate for them.
For example, as well as unwieldy, you could make it all the weapons be daemon weapons with all the risks that entails or make the user take a psychic test before he attacks with it.
Also how about adding Blind, but it also affects the user and his unit?
Maybe limit the player to choosing 2 options from strength,
ap & attacks so there would be no strength 10, ap1 weapons with +
d6 attacks (although that would be mega expensive).
Finally, I would suggest that one downside must be chosen from the special rules list to partially compensate for the upsides.
Automatically Appended Next Post: However, kudos on a good idea! I can see these rules being a lot of fun to play with and experiment with different options, like the vehicle design rules used to be.
Especially for use in larger games or apocalypse.