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![[Post New]](/s/i/i.gif) 2015/04/21 12:44:32
Subject: Chaos Plasma - Gets Really Hot
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Longtime Dakkanaut
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Back in 2nd edition, Plasma weapons could fire only every other turn, as the Imperium used extra failsafes on their cooling mechanisms. Chaos Space Marines cared not for such things as safety in battle and went the opposite route, overcharging their plasma weapons. This meant they could fire plasma each turn, but they had Gets Hot! Quite literally, the rule was special for Chaos.
The rule proposal I have is as follows:
Any plasma weapons (including Plasma Pistols, Plasma Cannons, Ectoplasma Cannons, and Combiplasma) fired by a unit from Codex: Chaos Space Marines (or any related faction) replace Gets Hot with Gets Really Hot. A weapon with Gets Really Hot fires an additional shot more than would normally be allowed, but each roll of 1 means two saves must be taken/two HP are potentially lost.
For Rapid-fire weapons, this means firing two shots at maximum range, three shots at half-range (like First Rank Fire, Second Rank Fire for Guard/Lasguns).
For a Helbrute under the effects of Fire Frenzy, this means the Cannon fires four times (it fires an additional shot, twice).
Let the lackeys of the False Emperor have their coolant systems and emergency overrides. It's not like they work after all...
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![[Post New]](/s/i/i.gif) 2015/04/21 13:08:00
Subject: Chaos Plasma - Gets Really Hot
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Fixture of Dakka
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That could work.
How does it compare to this:
Gets Really Hot:
On a roll of '1', roll an additional shot, as the weapon discharges instead of overloading. Resolve this at +1S/-1AP. Then resolve the same attack targeting firing model.
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This message was edited 1 time. Last update was at 2015/04/21 13:08:46
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![[Post New]](/s/i/i.gif) 2015/04/21 13:48:58
Subject: Chaos Plasma - Gets Really Hot
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Longtime Dakkanaut
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Ehh...that would be harsher for less gain, simply because "no save," plus the extra dice are fiddly. I take you're writing it that shots generated from 1s to-hit would not generate further shots in turn?
I feel that "extra shot, 2 saves on 1" is easier to memorize and more impactful throughout the game. You get the guaranteed shots, but your units die faster too (A CSM that rolls a 1 has a 4/9 chance of living instead of a 2/3, and you *are* rolling more dice...).
Most notably, the extra shots are an extra jolt of power to Termicide units, and it gives Chaos something resembling midfield firepower. The Forgefiend becomes a glass cannon version of an Executioner, as 175 pts gives you 4 move-and-fire S8 blasts, and you get both the 4+ to ignore Gets Hot and the 5++ Daemon save.
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![[Post New]](/s/i/i.gif) 2015/04/21 13:49:49
Subject: Chaos Plasma - Gets Really Hot
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Fixture of Dakka
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Yeah, I was just throwing out an idea. I see your point.
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![[Post New]](/s/i/i.gif) 2015/04/21 16:48:09
Subject: Chaos Plasma - Gets Really Hot
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Rampaging Khorne Dreadnought
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Chaos should have more stuff in that vein in general...power that comes at a cost, like the daemon weapons. That 1 in 6 chance is very real and has had very nasty consequences XD.
I've had a juggerlord loose to a tau commander because of that XD
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![[Post New]](/s/i/i.gif) 2015/04/21 18:16:13
Subject: Chaos Plasma - Gets Really Hot
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Painlord Titan Princeps of Slaanesh
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Give all chaos with access to plasma weapons a choice to upgrade to ectoplasma for some extra point costs. Done... also toss in hellish demise for good measure.
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![[Post New]](/s/i/i.gif) 2015/04/21 18:58:37
Subject: Chaos Plasma - Gets Really Hot
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Daemonic Dreadnought
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Filch wrote:Give all chaos with access to plasma weapons a choice to upgrade to ectoplasma for some extra point costs. Done... also toss in hellish demise for good measure.
This would be terrific for Draznicht's Ravagers... S8 AP2 with PE XD
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Gods? There are no gods. Merely existences, obstacles to overcome.
"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB |
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![[Post New]](/s/i/i.gif) 2015/04/21 19:12:06
Subject: Chaos Plasma - Gets Really Hot
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Stone Bonkers Fabricator General
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MagicJuggler wrote:Back in 2nd edition, Plasma weapons could fire only every other turn, as the Imperium used extra failsafes on their cooling mechanisms. Chaos Space Marines cared not for such things as safety in battle and went the opposite route, overcharging their plasma weapons. This meant they could fire plasma each turn, but they had Gets Hot! Quite literally, the rule was special for Chaos.
The rule proposal I have is as follows:
Any plasma weapons (including Plasma Pistols, Plasma Cannons, Ectoplasma Cannons, and Combiplasma) fired by a unit from Codex: Chaos Space Marines (or any related faction) replace Gets Hot with Gets Really Hot. A weapon with Gets Really Hot fires an additional shot more than would normally be allowed, but each roll of 1 means two saves must be taken/two HP are potentially lost.
For Rapid-fire weapons, this means firing two shots at maximum range, three shots at half-range (like First Rank Fire, Second Rank Fire for Guard/Lasguns).
For a Helbrute under the effects of Fire Frenzy, this means the Cannon fires four times (it fires an additional shot, twice).
Let the lackeys of the False Emperor have their coolant systems and emergency overrides. It's not like they work after all...
I like the idea, but perhaps needs some balacing. A plasma forgefiend getting 6 plasma blasts sounds good, like really good.
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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++ |
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![[Post New]](/s/i/i.gif) 2015/04/21 19:18:20
Subject: Chaos Plasma - Gets Really Hot
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Longtime Dakkanaut
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200 points for AV 12 and range 24 sounds mostly legit, considering that a Plasma Executioner is cheaper, has better range and armor, and is in an army that can take ranged support throughout its entire army (Chaos doesn't get the equivalents of HWTs, or a Chimera/Taurox equivalent, for example)...
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This message was edited 3 times. Last update was at 2015/04/21 19:19:52
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![[Post New]](/s/i/i.gif) 2015/04/22 11:46:32
Subject: Chaos Plasma - Gets Really Hot
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Khorne Chosen Marine Riding a Juggernaut
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Yeah always bafled me that CSM din't have more unique weaponry that Imperials don't have.
yes there is Ectoplasma and Baleflamer, wich are accesible to only two models of the book( ok, 4 if you count IA13 contemptor and rapiers), while SM with their grav gun, can litteraly put it in every darn squad they have and even have full squads with the same darn weapon.
WOuld have liked to see more weird Warp-tech weapons, that are dangerous, but darn effective.
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![[Post New]](/s/i/i.gif) 2015/04/22 14:07:33
Subject: Chaos Plasma - Gets Really Hot
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Painlord Titan Princeps of Slaanesh
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![[Post New]](/s/i/i.gif) 2015/04/22 17:28:27
Subject: Chaos Plasma - Gets Really Hot
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Enigmatic Chaos Sorcerer
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I miss Chaos Space Marines being revenents from the Imperiums past back to haunt their old brethren. A reminder to those still loyal of the knife edge they walk.
Having warbands emerging from the warp wearing and wielding weapons and armor from antiquity.
Instead they're just Marines in Mk VII -1 +unskilled Daemon engines.
A Khorne Daemonkin style release merging Heresy era imagery and equipment with Daemonic allies would be fantastic.
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BlaxicanX wrote:A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.
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![[Post New]](/s/i/i.gif) 2015/04/22 17:36:43
Subject: Chaos Plasma - Gets Really Hot
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Rampaging Khorne Dreadnought
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hah...yea...keep dreaming Automatically Appended Next Post: The only time I could see that happening is if FW started making codices of their own. It's not like they don't have the experience.
They treat the whole game in a much more mature way, that is closer to the grimdark lore. And in the case of chaos...well..they already have the vehicles covered...soooo. The only thing stoping them is GW. I for one would drop GW in a heartbeat if FW gave CSM the legion treatment. GW could stick with the traitor astartes and derpzerkers.
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This message was edited 1 time. Last update was at 2015/04/22 17:59:26
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![[Post New]](/s/i/i.gif) 2015/04/28 16:21:25
Subject: Chaos Plasma - Gets Really Hot
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Mysterious Techpriest
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Perhaps you can attempt an extra shot each turn, but if you fail Gets Hot! on that one it drops a small blast template. Could be lulzy.
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DQ:90S++G+M++B++I+Pw40k04+D++++A++/areWD-R+++T(M)DM+
2800pts Dark Angels
2000pts Adeptus Mechanicus
1850pts Imperial Guard
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