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![[Post New]](/s/i/i.gif) 2011/02/03 00:16:30
Subject: Weapons for Chaos
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Veteran ORC
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Now, I was thinking, and I know I'm not supposed to do that, but hey, I did it anyway.
Chaos is a bit too.... Spikey Marines, if you ask me. We need things that differentiate our units/army from the Nilla Marines. To that end, I have come up with some varient weapons I want to run by you guys, as well as a way to teleport around the battlefield. Things like the Reaper Autocannon are what I am talking about: It is familiar, with an obvious downside (less range) with an obvious upside (Twin Linked).
Grim Lascannon:
Range: 36" Str: 10 AP: 1 Rules: Heavy 1, Get's Hot!
Overview: As you can tell, the Grim Lascannon is alot better at punching through armour than it's normal counterpart. It's downside to this, however, is less range and the chance of melting your marine. 50 Points, possibly?
Warp Cannon:
Range: 48" Str: 6 AP: 2 Rules: Heavy 1 Blast, Sorcerous
Range: Template Str: 3 AP: 4 Rules: Assault 1, Sorcerous
Sorcerous: The Warp Cannon channels pure Energy, opening a gate to the Warp inside of the gun in order to shoot out focused blasts of Sorcery, or a steady stream of the same. However, it counts as a Psychic Power for the purpose immunities, though no test is required to fire it.
Overview: Basically, a Plasma Cannon with a lower str value and the ability to fire as a flamer for assaults. The Sorcerous rule is just for flavour. I don't know how much this one should cost.
Carnage Missle Launcher:
Range: 36" Str: 5 AP: 5 Rules: Heavy 2 Blast, Recoil
Recoil: -1 BS
Overview: Basically, it loses its killing power against vehicles in order to kill hordes with ease. It also further represents Chaos as having crazy maniacal mad men on its side, as they are just carpeting the area and laughing like.... mad men while killing people. 20 points should be balanced, yes?
And now, for the Teleporting Bit:
Warp: 50 Pt Psychic Ability
The Sorcerer and his retinue gain the Deep Strike USR, and may choose to be left in reserves. In addition, the power can be used at the beginning of the Sorcerers turn. If the Psychic test is passed, remove the Sorcerer, and any unit he accompanies, from the table and immediately deploy them via Deep Strike. Note that this Deep Strike gains all benefits associated with Icons.
What do you guys think?
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I've never feared Death or Dying. I've only feared never Trying. |
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![[Post New]](/s/i/i.gif) 2011/02/03 01:27:21
Subject: Weapons for Chaos
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Homicidal Veteran Blood Angel Assault Marine
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So with Warp, all I would have to do to win a game is stick him with 10 Terminators and outflank an Icon?
The Grim Lascannon and Warp are the only things here I would use, and they are so strong I could make them my entire army.
The WarpCannon and the Carnage Missile Launcher on the other hand are just not that fantastic.
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This message was edited 1 time. Last update was at 2011/02/03 01:29:01
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![[Post New]](/s/i/i.gif) 2011/02/03 01:54:59
Subject: Weapons for Chaos
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Napoleonics Obsesser
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I like the grim lascannon a LOT. It's pretty flavorful. The carnage launcher is neat, but basically the same as a havoc launcher :3
I like the psychic thing... But what can it be put on? Tanks? It'd be a great tzeentch tank thing.
Cool ideas for sure! Good job!
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If only ZUN!bar were here... |
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![[Post New]](/s/i/i.gif) 2011/02/03 02:26:17
Subject: Weapons for Chaos
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Veteran ORC
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grayspark wrote:So with Warp, all I would have to do to win a game is stick him with 10 Terminators and outflank an Icon?
The Grim Lascannon and Warp are the only things here I would use, and they are so strong I could make them my entire army.
The WarpCannon and the Carnage Missile Launcher on the other hand are just not that fantastic.
If you can outflank an Icon, and have a unit of ten terminators with your sorcerer (running in at about 610 points, at LEAST), I see that as being no cheesier than an entire army of FNP close combat monsters, or the five Missle Launchers firing at different units. Or not even entire units being able to wound Carnefexes/Daemon Princes on a 4+. The Grim Lascannon is incredibly strong, but also less safe, and Lascannons get in more shots than it.
Also, what makes them "not that fantastic"? All your saying is "This is crazy strong!" or "this is weak!" without telling me why. Not much I can do with that....
Samus_aran115 wrote:I like the grim lascannon a LOT. It's pretty flavorful. The carnage launcher is neat, but basically the same as a havoc launcher :3
I like the psychic thing... But what can it be put on? Tanks? It'd be a great tzeentch tank thing.
Cool ideas for sure! Good job!
The Carnage Launcher is basically the same as a Havoc Launcher, but more man portable :3
As for the Warpcannon.... the train of thought is that Chaos Space Marines are harnessing Warp Energy to power their weapons and boost their technology, rather than laying stagnant like the Imperium is. After all, I doubt madmen would simply remain content with the current ways to kill people!
Thanks.
I think the Grim Lascannon might be more balanced with only 24", though.....
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I've never feared Death or Dying. I've only feared never Trying. |
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![[Post New]](/s/i/i.gif) 2011/02/03 12:04:07
Subject: Re:Weapons for Chaos
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Raging Ravener
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Such weaponry would fit chaos "exclusive" units, such as Daemon Princes, possessed ( OP, perhaps?), spawns (samen as possessed), obliterator cults and defilers, as well as devoted legions (special rules lost  ), given their implicit access to daemonic wargear/abilities.
That would also fit the anti-spiky marines trend suggested.
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![[Post New]](/s/i/i.gif) 2011/02/03 13:41:14
Subject: Re:Weapons for Chaos
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Veteran ORC
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ENKHANNA wrote:Such weaponry would fit chaos "exclusive" units, such as Daemon Princes, possessed ( OP, perhaps?), spawns (samen as possessed), obliterator cults and defilers, as well as devoted legions (special rules lost  ), given their implicit access to daemonic wargear/abilities.
That would also fit the anti-spiky marines trend suggested.
I agree, with the exception of Spawn (mindless and all that).
Thank you
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I've never feared Death or Dying. I've only feared never Trying. |
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![[Post New]](/s/i/i.gif) 2011/02/03 15:23:16
Subject: Re:Weapons for Chaos
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Raging Ravener
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Slarg232 wrote:ENKHANNA wrote:Such weaponry would fit chaos "exclusive" units, such as Daemon Princes, possessed ( OP, perhaps?), spawns (samen as possessed), obliterator cults and defilers, as well as devoted legions (special rules lost  ), given their implicit access to daemonic wargear/abilities.
That would also fit the anti-spiky marines trend suggested.
I agree, with the exception of Spawn (mindless and all that).
Thank you 
That and the fact of granting them ranged weaponry where there was none would call for BS, and a way for having no control over spawns shooting phase, like "time for fire frenzy sort of rule to squeeze in..."
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![[Post New]](/s/i/i.gif) 2011/02/03 15:58:26
Subject: Weapons for Chaos
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Wicked Canoptek Wraith
MD
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Slarg232 wrote:
Warp Cannon:
Range: 48" Str: 6 AP: 2 Rules: Heavy 1 Blast, Sorcerous
Range: Template Str: 3 AP: 4 Rules: Assault 1, Sorcerous
Sorcerous: The Warp Cannon channels pure Energy, opening a gate to the Warp inside of the gun in order to shoot out focused blasts of Sorcery, or a steady stream of the same. However, it counts as a Psychic Power for the purpose immunities, though no test is required to fire it.
What do you guys think?
I like the S6/AP2 Blast but the Flamer just isn't all that impressive.
I think if your going to cut the Str by 50% than make it AP3 instead. Its wounding Marines on 5s already so make it able to kill them.
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This message was edited 1 time. Last update was at 2011/02/03 15:59:36
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![[Post New]](/s/i/i.gif) 2011/02/03 20:36:25
Subject: Weapons for Chaos
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Fixture of Dakka
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Hmmm... I have both a Warp Cannon (in name) gun in my Codex and a Warp-esc ability in my Codex - linked in my sig should you want to have a look?
I agree with some of the sentiments here though; the missile launcher seems a bit weak and unnecessary; particularly when you can get wide-spread Havoc Launchers instead.
I think the Warp Cannon's template ability is too weak in comparison, I'd either make it Strength 6, AP 4 or Strength 3, AP 2.
The Grim Lascannon seems OK though, names a bit 'meh' though...
Nice ideas otherwise though.
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![[Post New]](/s/i/i.gif) 2011/02/04 02:48:57
Subject: Weapons for Chaos
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Veteran ORC
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Noir Eternal wrote:Slarg232 wrote:
Warp Cannon:
Range: 48" Str: 6 AP: 2 Rules: Heavy 1 Blast, Sorcerous
Range: Template Str: 3 AP: 4 Rules: Assault 1, Sorcerous
Sorcerous: The Warp Cannon channels pure Energy, opening a gate to the Warp inside of the gun in order to shoot out focused blasts of Sorcery, or a steady stream of the same. However, it counts as a Psychic Power for the purpose immunities, though no test is required to fire it.
What do you guys think?
I like the S6/AP2 Blast but the Flamer just isn't all that impressive.
I think if your going to cut the Str by 50% than make it AP3 instead. Its wounding Marines on 5s already so make it able to kill them.
Just Dave wrote:Hmmm... I have both a Warp Cannon (in name) gun in my Codex and a Warp-esc ability in my Codex - linked in my sig should you want to have a look?
I agree with some of the sentiments here though; the missile launcher seems a bit weak and unnecessary; particularly when you can get wide-spread Havoc Launchers instead.
I think the Warp Cannon's template ability is too weak in comparison, I'd either make it Strength 6, AP 4 or Strength 3, AP 2.
The Grim Lascannon seems OK though, names a bit 'meh' though...
Nice ideas otherwise though.
Going to reply to both of these at once: The template is there as just an option, so that you have a bit more versatility in the weapon. I suppose it could be buffed up a little, if needed.
Ok, rewrite the Carnage Missle Launcher, and think of a better name for the Grim Lascannon.
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I've never feared Death or Dying. I've only feared never Trying. |
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