| Poll |
 |
|
|
 |
| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2011/02/28 19:45:21
Subject: Codex SM (and MEQ) Weapons Changes
|
 |
Regular Dakkanaut
|
Assault Cannon: 48" Str 8 AP3 D6 attacks Rending, Deadly Jam. (+5 pts to weapon costs)
Deadly Jam: If you roll a 1 for the number of attacks you may not attack at all, and you must roll another die. If you roll another 1, then the Assault Cannon is destroyed (vehicle) or the Bearer is slain (other model)
Autocannon: 48" Str 7 AP4 D6 attacks, Jam (+5 ts to weapon costs)
Jam: If you roll a 1 for the number of attacks the weapon Jams for that turn and you may not attack at all.
|
Black Templar |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/28 19:53:04
Subject: Codex SM (and MEQ) Weapons Changes
|
 |
Fully-charged Electropriest
|
Honestly? Space Marines do not need to be able to lay down yet more firepower, thanks all the same.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/28 20:02:05
Subject: Codex SM (and MEQ) Weapons Changes
|
 |
Hurr! Ogryn Bone 'Ead!
|
Sorry but I don't like it. The weapons are fine as they are imho and a S8 rending assault cannon would just break the game (that would be S9 for tank hunting templars, that would be off the chain  )
|
"Wait... wait... wait... NOW SHOTGUN THAT MOTHAF*****!!!" "I'd
AreTwo wrote: this list is dangerously cheesy, so much so that you might have been playing Chester Cheeto in disguise.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/28 20:34:39
Subject: Codex SM (and MEQ) Weapons Changes
|
 |
Stealthy Grot Snipa
Right behind you. No, really.
|
Yes, +5 pts for strength 8, AP 3 and d6 attacks isn't countered by a 1/36 chance of destruction.
Shooting every turn, this will deadly jam once every 5-6 games.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/28 21:12:27
Subject: Codex SM (and MEQ) Weapons Changes
|
 |
Fixture of Dakka
|
Nope. Not for me. The Assault Cannon and Autocannon are fine as is and in this mode not only would they become unreliable, but they'd completely outclass everything else (eg. Lascannon, Missile Launcher).
Not only that but I don't they need changing, nor does the fluff support this.
|
Enlist as a virtual Ultramarine! Click here for my Chaos Gate (PC) thread.
"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of."
- Roboute Guilliman
"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
- Magnus the Red, to a statue of Leman Russ
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/28 21:51:54
Subject: Re:Codex SM (and MEQ) Weapons Changes
|
 |
Kid_Kyoto
|
The random number of attacks is interesting, but wouldn't the weapons of the Astartes probably be well maintained enough to supply an even amount of fire, and thus, likely not jam? This is something I would expect Ork weaponry or something like that to do, not the Emperor's Biggest and Bluest.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/28 23:19:45
Subject: Codex SM (and MEQ) Weapons Changes
|
 |
Ship's Officer
|
Epicwargamer wrote:Assault Cannon: 48" Str 8 AP3 D6 attacks Rending, Deadly Jam. (+5 pts to weapon costs)
So you want to make an already great weapon double the range, +2S and up to +2 attacks?
That's the same S/ AP as a Battle Cannon, except with Rending.
Sorry but no, just no.
DoW
|
"War. War never changes." - Fallout
4000pts
3000pts
1000pts
2500pts |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/02/28 23:26:05
Subject: Codex SM (and MEQ) Weapons Changes
|
 |
Fresh-Faced New User
|
2nd Edition assault cannons had a random number of shots and if you rolled a triple "jam" the weapon would explode, killing the bearer.
All rapid fire (not to be confused with current Rapid Fire) weapons used rapid fire dice to determine the number of shots fired and if the weapon jammed or not.
It took far too much time and I'm quite glad to have seen the back of it.
Even if the rare 9 hits from one Termie was amazing...
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/01 03:11:06
Subject: Codex SM (and MEQ) Weapons Changes
|
 |
Stone Bonkers Fabricator General
|
Epicwargamer wrote:Assault Cannon: 48" Str 8 AP3 D6 attacks Rending, Deadly Jam. (+5 pts to weapon costs)
Deadly Jam: If you roll a 1 for the number of attacks you may not attack at all, and you must roll another die. If you roll another 1, then the Assault Cannon is destroyed (vehicle) or the Bearer is slain (other model)
Autocannon: 48" Str 7 AP4 D6 attacks, Jam (+5 ts to weapon costs)
Jam: If you roll a 1 for the number of attacks the weapon Jams for that turn and you may not attack at all.
why on earth should it be Str8 AP3. The most powerful antitank missiles are Str8 AP 3. If anything the Assault Cannon should be Str5 AP4, in line with a heavy bolter but with more shots.
|
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/01 03:12:45
Subject: Codex SM (and MEQ) Weapons Changes
|
 |
Fresh-Faced New User
|
Lol sounds like 2nd edition
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/01 10:40:19
Subject: Codex SM (and MEQ) Weapons Changes
|
 |
Regular Dakkanaut
|
Mark wrote:Lol sounds like 2nd edition
That was the intent. The 2nd edition weapon rolled 3 dice called sustained fire dice. It would be 1, a 2, a 3, or a lightning bolt if it was a Jam. I am not quite sure of the chances. Essentially you could score 9 shots, or on a triple jam, the assault cannon would explode.
Assault Cannon was 32" Range, Str 8, and had D6+ D10+8 armor penetration.
The Autocannon was 72" Range, Str 8, and had 2D6+8 armor penetration. 1 Sustained fire dice. The great thing about Reaper Autocannons, was that you could reroll Jams.
For reference, the Front armor on a Land Raider was 22.
The assault cannon could get 24 on a perfect roll. But toughness 6 model was still wounded on a 2+ and his save was reduced by 5.
The assault cannon, aTRUE super Nerfed weapon (other then the Cyclone) in 40k.
|
Black Templar |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/05 09:43:07
Subject: Codex SM (and MEQ) Weapons Changes
|
 |
Kovnik
Bristol
|
Epicwargamer wrote:Mark wrote:Lol sounds like 2nd edition
That was the intent. The 2nd edition weapon rolled 3 dice called sustained fire dice. It would be 1, a 2, a 3, or a lightning bolt if it was a Jam. I am not quite sure of the chances. Essentially you could score 9 shots, or on a triple jam, the assault cannon would explode.
Assault Cannon was 32" Range, Str 8, and had D6+ D10+8 armor penetration.
The Autocannon was 72" Range, Str 8, and had 2D6+8 armor penetration. 1 Sustained fire dice. The great thing about Reaper Autocannons, was that you could reroll Jams.
For reference, the Front armor on a Land Raider was 22.
The assault cannon could get 24 on a perfect roll. But toughness 6 model was still wounded on a 2+ and his save was reduced by 5.
The assault cannon, aTRUE super Nerfed weapon (other then the Cyclone) in 40k.
For good reason, seeing as SM's are the only one who gets them, whats the Xeno's/chaos counter to that? I mean I already hate Assault cannons and this does NOTHING to help, seeing as it'll just get better and I have no real counter to that weaponry.
Im sorry, but this would just be ridiculous, add the autocannon thing to the IoM forces (Im thinking.. Guard) and suddenly their gunline has gone from 'pretty scary' too 'Why didn't you reserve your forces...Why?'
|
Nerivant wrote:The Custodes are the reason Draigo is staying in the Warp.
ObliviousBlueCaboose wrote:I cant wait until i team up with a cron player an kill a land raider with a lasgun.
Black Templars- Nothing makes you manly like unalterable AV 14! |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/05 19:59:37
Subject: Codex SM (and MEQ) Weapons Changes
|
 |
Consigned to the Grim Darkness
|
Let my sisters take four uberassault cannons in their retributor squads and let me have twin-linked uberassault cannons on my exorcists and twin-linked uberautocannons on my immolators and maybe I'll think about agreeing that this is not a bad idea.
Wait, I'd still think that, but at least I'd get gaks and giggles for a moment before I got bored.
|
|
This message was edited 2 times. Last update was at 2011/03/05 20:06:02
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog |
|
|
 |
 |
|
|