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![[Post New]](/s/i/i.gif) 2012/10/05 07:18:18
Subject: Emplaced Weapons Designs.
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Pyromaniac Hellhound Pilot
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Place to put all ideas for Emplaced Weapons.
As far as i've been told, Emplaced Weapons can be practically anything you can imagine, as long as its a Shooting weapon. So in theory you could have a tri linked bolt pistol emplacement (as uselesss and crazy as that is) up to a quad Earth Shaker platform and even bigger then that!
So. For a few concepts.
most of the stats are that of the rulebook emplaced weapon which is on pg 105. If the weapon design is special (like using some giant apoc weapon) you can increase the stats, give it armor/structure points like a vehicale and what not, just don't go overboard.
for design template
Weapons used: (Weapon)x(number of weapons)
Stat changes (if any)
extra stuff (optional)
Ill start it
"Multi Turret"
Lasguns x4
can fire 8 shots or 4 TL shots at operator's BS, 24 inch range
Stat changes, no rapid fire to main weapon.
Simple, low cost, area defense. allows single guardsmen to quadruple firepower with all 4 lasguns firing at once out of the turret.
inspired by GoW3 turret of the same name.
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Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/10/05 09:38:38
Subject: Emplaced Weapons Designs.
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Lord of the Fleet
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Sounds good, I like it
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![[Post New]](/s/i/i.gif) 2012/10/05 14:17:04
Subject: Re:Emplaced Weapons Designs.
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Pyromaniac Hellhound Pilot
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Just 4 "loose" lasguns, a bit of sprue, a spare base (a slot base actually, i have a bunch of them doing nothing), plasticard bits (for the trigger connecter, sights, and mount.) and you got a little turret.
I never considered what the points value would be but then again the emplacement is not built to be a part of an army.
But for the sake of giving the little "Multi Turret" a points value..... 35 points. maybe a few more. its only lasguns
In the spirit of the old anti armor guns, (and because the only "official" emplacements are artillary from forgeworld)
Battle Cannon Emplacement
Battle Cannon stats.
Special rules:
Gun Crew: requires at least 1 infantry unit to aim/fire the cannon, it requires 3 to turn the gun around (see below rule)
Gun Sheild: Units operating the gun hunker down behind the thick gun sheild attached to the cannon. units behind the sheild gain a 4+ cover save, it only pertains to the units useing the cannon.
Limited Trasverse. the Cannon can only can fire in a 90 degree arc.
"Turn this thing around!": in order to turn beyond the cannons 90 degree arc the operators can use their movement phase to pick up the arms on the rear of the gun to turn the gun in place. They cannot move the gun beyond the guns starting location. they can only turn it in place. (the gun is simply too heavy to bring with them, no less with ammunition and everything to keep it running!)
points.... 75 (change-able)
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Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/10/05 14:21:46
Subject: Emplaced Weapons Designs.
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[MOD]
Not as Good as a Minion
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Perhaps if they rotate the gun, they don't minus their BS from the shot that round because they are too puffed/whatever? Also, I'm playing Company of Heroes with the brits alot, all I can think of when I see this is a 17 pounder emplacement. But that'd function more like a vanquisher...
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This message was edited 1 time. Last update was at 2012/10/05 14:22:19
I wish I had time for all the game systems I own, let alone want to own... |
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![[Post New]](/s/i/i.gif) 2012/10/05 14:30:53
Subject: Emplaced Weapons Designs.
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Pyromaniac Hellhound Pilot
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motyak wrote:Perhaps if they rotate the gun, they don't minus their BS from the shot that round because they are too puffed/whatever?
Also, I'm playing Company of Heroes with the brits alot, all I can think of when I see this is a 17 pounder emplacement. But that'd function more like a vanquisher...
thats an idea. but the gunner himself doesn't move the gun so he wouldn't be tired. instead, the gun would require re-aiming so the BS could be reduced by X (about 1 or 2) due to the gun sights being off, and mid turn the gunner re-adjusts the sights so the next turn the BS reduction is removed.
A vanquisher would be a good AT gun along side the Battle cannon. points would be increased for the gun (maybe it could be an upgrade?) from 75... to like 85 or 90 maybe.
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Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/10/05 21:17:54
Subject: Re:Emplaced Weapons Designs.
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Proud Phantom Titan
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Hadn't spotted this rule but it sounds like fun ... but I think I'd like to make some more abstract ones ...
Obelisk of Power ...
Used like artillery but allows the shooting model to use a Psychic Powers (instead of firing normally) which does not require a warp charge. The obelisk can have the following power, player may pick one power before the games starts from the following list:- Enfeeble, Endurance, Foreboding, Prescience, Misfortune, Inferno, Gate of Infinity, Puppet Master, Terrify.
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![[Post New]](/s/i/i.gif) 2012/10/06 05:08:36
Subject: Re:Emplaced Weapons Designs.
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Pyromaniac Hellhound Pilot
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Heavy Grenade launcher turret.
Standard Grenade Launcher mounted to a base and modified with higher RoF and larger ammo capacity.
Grenade Launcher Stats (krak and frag), but can fire 3 instead of just one.
Special: FULL AUTO!!: can fire up to 5 rounds but the BS is reduced by 2 due to the wild jumping of the gun as it fires the grenades on fully automatic.
points: 45
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Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/10/06 09:33:10
Subject: Re:Emplaced Weapons Designs.
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Proud Phantom Titan
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Engine of War wrote:Heavy Grenade launcher turret. Standard Grenade Launcher mounted to a base and modified with higher RoF and larger ammo capacity.
Use the Astartes grenade launcher, drop the random rules and you can use it now. (note its rapid fire)
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This message was edited 1 time. Last update was at 2012/10/06 09:33:57
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![[Post New]](/s/i/i.gif) 2012/10/06 17:54:24
Subject: Emplaced Weapons Designs.
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Longtime Dakkanaut
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Heavy Flamer Emplacement:
Weapons: 2x Twin-Linked Heavy Flamers:
Special Rules: Torrent.
Area denial weapon. Cant move, but projects a 20" bubble of "STAY AWAY"
Viper Heavy MG
36", S4, AP5, Heavy 5, Shred
Heavy stubber variant good for chewing up hoards.
Talon Guided Rocket Emplacement
72" S8, AP2, Heavy 1, Interceptor, Sky-fire, Armourbane
Special Rules:
Wire Guided: The Talon is fired at BS3 regardless of it's operators BS. Each shooting phase the operator chooses not to fire the Talon, add +1 to this BS. Firing the Talon, or switching operators resets it's BS to 3.
Field Teleporter
Special Rules:
At the end of the movement phase, the unit that is operating the Field Teleporter may instantly redeploy using the deepstrike rules.
Wave Form Generator
Muse be upgraded to one of the following from the Mysterious Objective Table (BRB page125)
-Skyfire Nexus: (controlling unit has skyfire)
-Targeting Relay: (controlling unit rerolls 1s)
-Scatterfield: (controlling unit +1 cover)
-Grav Wave Generator: (assaulting unit halves charge range)
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![[Post New]](/s/i/i.gif) 2012/10/08 00:40:35
Subject: Re:Emplaced Weapons Designs.
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Pyromaniac Hellhound Pilot
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Lets try and stick with what the Emplaced Weapons rule says.
"Any Shooting weapon may be used" or something to that effect anyways. So lets not have custom guns, but those are cool designs 'Gibs.
Heavy Turbo Laser Defense Turret.
TL Turbo Laser (in effect 2 seperate scatter shots if i remember template weapon TL correctly. I know thats how the Minotaur EarthShakers work)
The Turret is on a rotating mount. and is HUGE (its about the size of a heavy tank)
The Turret has 13/13/13 armor and 5 Hull Points.
Hardened: If the Turret still has 2+ Hull points left then any explosion rules rolled on the pen chart Turret do not affect it.
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Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/10/08 01:01:41
Subject: Re:Emplaced Weapons Designs.
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[MOD]
Not as Good as a Minion
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Engine of War wrote:
Hardened: If the Turret still has 2+ Hull points left then any explosion rules rolled on the pen chart Turret do not affect it.
Hardened: If the Turret still has 2+ Hull points left then any explosion rules rolled on the pen chart Turret remove an additional hull point.
I think that is better, if you roll explosion you want some kind of reward.
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I wish I had time for all the game systems I own, let alone want to own... |
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![[Post New]](/s/i/i.gif) 2012/10/20 18:19:46
Subject: Re:Emplaced Weapons Designs.
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Pyromaniac Hellhound Pilot
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Similar idea to the "Multo Turret"
instead of lasguns they could be Plasma guns.
Fires 4 shots maximum but can get hot. Or can choose to fire 2 shots and not get hot (as then the cooling systems can keep up)
If the gun gets hot it doesn't hurt itself. it hurts the unit operating the gun.
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Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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