62497
Post by: OnlyWar
Please submit your ideas for wargear and weapons, make sure to include what faction your weapon is used by, a rough description of how it works/what it does, and its in game statistics.
56055
Post by: Backspacehacker
Power scythe
S +3: AP 3
Relic Blade
Sweeping strike: Model my choose to attack with a sweeping strike. Model will strike as I:1 and may hit every model they are in base contact with, do not need to roll to hit, at S +1 and AP 4
63973
Post by: Furyou Miko
Melta Blastgun (Adepta Sororitas only)
Range Template S4 AP1 Assault 1 Armourbane
Just the broken and overpowered toy we need.
65177
Post by: Warp Angels
Backspacehacker wrote:Power scythe
S +3: AP 3
Relic Blade
Sweeping strike: Model my choose to attack with a sweeping strike. Model will strike as I:1 and may hit every model they are in base contact with, do not need to roll to hit, at S +1 and AP 4
They have those in HH betrayel....but they're AP2 and unweildy, and the sweep attack is that you get an amount of attacks equal to that of the models in base contact with your model, instead of you other attacks....
56513
Post by: NeoAigaion
[Pulse Cannon] Tau's answer to Psyrifles!
Range: 48" / Str: 8 / AP: 4 / Heavy 1
[Fusion Lance] Tau's answer to long-range anti-armour!
Range: 36" / Str: 7 / AP: 1 / Heavy 1 Lance Melta
[Railcannon] What Railguns should be!
Range: 72" / Str: 10 / AP: 1 / Ordnance 1 Linear (make a straight line at maximum length, all models under the line are hit, shot suffers reduced Str and AP per every vehicle penetrated)
[Negative Disruptor] Hi-tech anti-Warp weapon
Range: 24" / Str: 5 / AP: - / Assault 1 Warp-Overload (Daemons pass Toughness test or lose their ++ save for whole game, Psykers must re-roll all Psyker tests for the whole game)
[Rail Rounds] Special Ammo for the Astartes, engineered from Tau railgun technology, 36" / Str 6 / AP4 / Heavy 2
49493
Post by: Painbiro
Wow that Railcannon is overpowered.
45565
Post by: cormadepanda
Lets get some ork gear flowing!
Smash Fist - S:U AP:3, (about 10 pts.)
Mega Motor Smash Fist - S: +2 Ap: 3 (about 15pts)
Mega Turbo Motor Smash Fist - S: +2 Ap:3 I:+2 (should cost like 25 pts)
42203
Post by: Lord Magnus
Ork Piston Fist
This weapon is similar in design to a power fist or klaw, but the user can press a button to launch the arm forward for a first strike before retracting it to fight as normal. When a model enters combat, before swinging with its power first attacks, it may make one attacks at +2s and Ap3 at its normal initiative, then the model fights with his power klaw as normal.
(Probably around 30-40 points.
25208
Post by: AlmightyWalrus
Yeah, just a bit... and by a bit, I mean a lot.
20243
Post by: Grey Templar
Grav-wave projector. This weapon's relativly small size understates its devestating power, it fires a series of gravitational pulses that can be varied according to the target. It is a relic of the Dark Age of Technology, only a half dozen survive in the hands of the Grey Templars chapter. Wielded in battle by the most experienced and trusted veterans of the first company.
When firing the Grav-wave projector choose a firing mode before declaring your target.
Dispersed wave: Rang: 24" Str5 Ap- Heavy 1, Large Blast, Gravity Distortion*
Focused wave: Range: Template, Str5, Ap- Assault 1, Gravity Distortion*, Armorbane
*Gravity Distortion: The localized gravitational distortion caused by the weapon linger for a short time after the weapons use. Units that suffer one or more hits from a weapon with this special rule are reduced to Inititive 1 and treat open ground as difficult terrain till the beginning of their next shooting phase.
One model in a Terminator unit(vanilla) may replace his Stormbolter with a Grav-wave projector for 30 points.
53251
Post by: xole
Imperial Guard
Scared S***less: Models with this rule gain fearless, but are still vulnerable to pinning and may go to ground.
Big Stick: Str +1 Ap-, concussive, Mine's Bigger
Mine's Bigger: models with sticks automatically have Hatred(models with equal or smaller sticks)
A big stick is a sacred relic of the imperium granted to imperial guard sergeants and officers if they are too old or stupid for traditional power weapons.
Bigger Stick:Str+2, Ap 5, concussive, rending, Mine's Bigger
Bigger sticks are even more sacred relics of the imperium, granted to officers who have shown themselves capable with a big stick. These are some of the finest weapons in the imperium.
Biggest Stick:Str+4, Ap 3, concussive, rending, armorbane, fleshbane, unwieldly, Most Important Stick
Most Important Stick:There is only one Biggest Stick in the entire Emperium, granted to a single skilled combatant of the Imperial Guard, to do the Emperor's will. As such, there may only ever be one Biggest Stick in any army. The bearer of the biggest stick is so honored that it gains the Very Bulky, slow and purposeful, rage, and Furious Charge special rules. If its user dies, leave a marker in its place. It is now an objective.
This is the biggest most important stick in the imperium. The Emperor himself said, "this is a REALLY big stick." It is said that because of these sacred words, this stick is the only thing capable of waking the Emperor, though no one dares to try.
20243
Post by: Grey Templar
xole wrote:Imperial Guard
Scared S***less: Models with this rule gain fearless, but are still vulnerable to pinning and may go to ground.
Big Stick: Str +1 Ap-, concussive
A big stick is a sacred relic of the imperium granted to imperial guard sergeants and officers if they are too old or stupid for traditional power weapons.
Bigger Stick: Str+2, Ap 5, concussive, rending
Bigger sticks are even more sacred relics of the imperium, granted to officers who have shown themselves capable with a big stick. These are some of the finest weapons in the imperium.
Biggest Stick: Str+4, Ap 3, concussive, rending, armorbane, fleshbane, unwieldly, Most Important Stick
Most Important Stick:There is only one Biggest Stick in the entire Emperium, granted to a single skilled combatant of the Imperial Guard, to do the Emperor's will. As such, there may only ever be one Biggest Stick in any army. The bearer of the biggest stick is so honored that it gains the Very Bulky, slow and purposeful, rage, and Furious Charge special rules. If it's user dies, leave a marker in it's place. It is now an objective.
This is the biggest most important stick in the imperium. The Emperor himself said, "this is a REALLY big stick." It is said that because of these sacred words, this stick is the only thing capable of waking the Emperor, though no one dares to try.
ROFL
To all the sticks except for the Biggest Stick, add this rule.
Mine's Bigger: models with sticks automatically have Hatred(models with equal or smaller sticks)
53251
Post by: xole
Grey Templar wrote:
ROFL
To all the sticks except for the Biggest Stick, add this rule.
Mine's Bigger: models with sticks automatically have Hatred(models with equal or smaller sticks)
It is done.
55381
Post by: Mesphilhiem
Icon of sacrifice
sacrifice d3 cultists to the gods of chaos becomes a locator beacon for one turn
The scrolls of space book
take a str4 ap2 hit and summon 3d6 cultist any doubles of one or six instead summons a unit of angry lonely chaos spawn
35785
Post by: Avatar 720
Surprise Cake - In the grim darkness of the 41st millenum, there is only cake.
Cakes are mystical items, often immune to all but the effects of other desserts. Who knows what drives a cake to do what it does? All that is known is that wherever a cake appears, a surprise is sure to follow.
Place the cake in the centre of the board. The first unit to reach base contact with the cake reveals the surprise hidden inside! Roll a D6 and consult the following chart for the effect:
Surprise!
1 - The cake is... just a cake. Everyone have a slice! Mmm, cake!
2 - The cake is... an objective. It is worth 3 Victory Points to whichever side controls it at the end of the game, even if the game does not use objectives. All eligible scoring units are able to control the cake objective, and all eligible denial units may deny control.
3 - The cake is... an enemy. Randomly choose one enemy unit. The cake is then immediately replaced by the chosen unit, and the enemy general may choose how his unit is placed, and cannot place any models further than 6" from the cake. If the unit may assault, then it is automatically in combat with the unit that revealed the surprise, and the revealing unit and all other units must be moved the minimum distance required to fit the enemy unit in combat. The enemy unit counts as charging during that turn's assault phase. If the enemy unit cannot assault for any reason, then it is simply placed the minimum required distance away from the revealing and surrounding units and impassable terrain.
4 - The cake is... an ally. Randomly choose one of your own units. The cake is then immediately replaced by the chosen unit, moving the minimum distance away from any impassable terrain. You may place the unit however you wish, so long as it fits within 6" of the cake's location. The unit may act normally for the remainder of the turn.
5 - The cake is... a lie. There was no cake. Boo! The cake is removed and the revealing unit gains the Rage and Furious Charge special rules.
6 - The cake is... a void grenade. Replace the cake with a void grenade, following the most recent rules for the void grenade.
49408
Post by: McNinja
Painbiro wrote:Wow that Railcannon is overpowered.
NeoAigaion wrote:[Pulse Cannon] Tau's answer to Psyrifles!
Range: 48" / Str: 8 / AP: 4 / Heavy 1
[Fusion Lance] Tau's answer to long-range anti-armour!
Range: 36" / Str: 7 / AP: 1 / Heavy 1 Lance Melta
[Railcannon] What Railguns should be!
Range: 72" / Str: 10 / AP: 1 / Ordnance 1 Linear (make a straight line at maximum length, all models under the line are hit, shot suffers reduced Str and AP per every vehicle penetrated)
[Negative Disruptor] Hi-tech anti-Warp weapon
Range: 24" / Str: 5 / AP: - / Assault 1 Warp-Overload (Daemons pass Toughness test or lose their ++ save for whole game, Psykers must re-roll all Psyker tests for the whole game)
[Rail Rounds] Special Ammo for the Astartes, engineered from Tau railgun technology, 36" / Str 6 / AP4 / Heavy 2
Actually, Railguns in real life do that, PLUS in Navy Railgun tests the projectile exited the barrel so fast it turn the air for several meters in from of the weapon into several thousand degree plasma. So... it could stand to be more powerful.
69932
Post by: nonowho
Bomb bots
WS: - BS: - S: - T: 5 W: 2 I: - A: - Ld: - Sv: 3+
Bomb attack
S:7 AP:2 range: -
Fearless
Bomb bots are robots with bombs attached and are usually used to soften up or disorient units before assaulting.
Each unit can have a bomb bot specialist. each specialist can have up to three bots. At the start of each movement phase a bomb bot specialist can deploy his bot somewhere within 2 inches form him. From then on the bot moves like a separate unit of bikes that can't turbo-boost or shoot. When it assaults it rolls charge distance normally. (units can't overwatch) Bots can't be assaulted but can be shot at. Only one bot can be on the board for each specialist. If a bot comes into base to base contact with an enemy model a large blast template is placed over the bot all models under the template suffer a strength 7 AP 2 hit & the bot is removed from the board. If a bomb bot looses all it's wounds it explodes like it was in base to base with an enemy model. If a bomb bot specialist dies or is falling back the bot cannot move or assault.
69849
Post by: PrinceRaven
Alien Reasoning - Characters with this upgrade are not required to accept challenges and may not be selected if a challenge is refused. (if all characters in the unit have Alien Reasoning the refusal is resolved without effect) Additionally, if this model has the Fearless special rule they automatically pass all leadership tests.
Warp Field (Hive Tyrant) - A Hive Tyrant (including the Swarmlord) has a 5+ invulnerable save. (should come standard)
Enhanced Warp Field - A Hive Tyrant (including the Swarmlord) with this upgrade has a 4+ invulnerable save. (replaces Warp Field)
17459
Post by: Vasarto
Ghost scythe (Claw Gauntlet)
A pair of very fragile yet extremely powerful like glove. It fits almost like a skeletal like glove and is very small and takes up almost no space. It was originally used by a very thin Human named Jesse Chenoweth a long time ago and so can this ancient artifact can only fit a small to mid sized human. Imperial guard troops lol.
Only one can exist in any army and its powersource is said to be somehow connected with the warp. They glow in a pale blue like aura around them that discharge white and purple static electricity often but never harm the user.
When worn they make the hands look like ghostly metal demon claws with round pointy metal ghostly claws.
They have the following profile
AP 1
+2 extra attacks
Reroll to hit and to wound once each during each combat phase and this model gains an additional 2D6+1 armor penetration and you add a +2 to the vehicle damage table.
This model is only available to Human characters so Imperial guard HQ's would be the only ones able to get it.
28383
Post by: Mahtamori
Eldar Farseer.
Runes of Warding 10pts. 24" Enemies take psychic tests on 3D6.
Runes of Power 10pts. May be the target of a psychic power and will then store this psychic power. This psychic power may then be used without spending warp charges or rolling psychic tests.
Runes of Fate 10pts. One use. Prevents the psycher from being removed as a casualty at the end of the phase. The psycher will remain on the table with 1 wound left.
Venerable Farseer 35 points. Farseer gains 1 Mastery Level and 1 point of Toughness.
Eldar Vehicle upgrades.
Star Eagle pilot 25 points. BS4, Skilled Rider.
Bonesinger pilot 20 points. BS4, It Will Not Die.
Holo-fields 10 points. Stealth.
Plasma Prow 10 points. Front armour counts as AV14 when tank shocking or ramming.
Vectored Engines 5 points. Only scatters 1D6 when deep striking.
Eldar heavy weapons.
Haywire Projector, roughly 20 points depending on BS. S3 AP3 Heavy 2, Haywire, Fleshbane (4+), Skyguard.
Gravitic Pulse Cannon, roughly 10 points. S- AP- Heavy 1 Beam, Strikedown, Pinning, Fleshbane 4+.
Eldar support weapons.
Gravity Manipulator. 40 points. SX AP- Heavy 1, Large Blast. Affected models are lifted straight upwards 1D6+1" and take impact damage according to Leaping Down rules. Models inside ruins are not lifted higher than the roof above them allows, models inside buildings are all affected but can not be lifted to any great height.
39502
Post by: Slayer le boucher
Axe of Khorne, 20pts; S+1 AP2, BloodThirst.
-Bloodthirst; For each To Hit roll of 6, you can roll and additional attack, you keep rolling additional attacks if you keep rolling 6's.
Collar of Khorne, 10pts; Give the wearer and his unit Adamentium Will USR.
Banner of Rage, 20pts; One unit in the Primary Force can wield a banner of Rage, the unit must have the Mark of Khorne.
The unit who wields the Banner, gets +1 A, once per game, in the assault phase( yours or the ennemies) the Banner Special power can be released and give all models of the CSM codex in a 12" radius, the Rending USR for the remainder of that Phase.
Dedicated to Khorne; a Vehicle can be Dedicated to the Blood god,10pts.
A dedicated Tank Vehicle, Gets +1D3 to the Strength when Ramming a Vehicle, if that vehicle also have the destructor upgrade, it gains +1D6 to the Strength of the Ramming attack.
A dedicated Walker, can reroll 1 missed To Hit rolls and Gains the Rampage USR.
Chaos Artefacts;
Deamonic Speed, 20pts, a Deamon Prince with Deamonic Speed, becomes a Cavalery MC.
Fleshmetal, 15pts, The model who take the Fleshmetal upgrade gains a 2+ armor save.
Cultists Option; Suicidal Bombs,Chaos Cultist are strapped with explosif devices, made of all sorts of things, from land mines with metal balls, frag grenades or crude TnT sticks, for them their sacrifice is a worthy one, because they die in service of their Gods.
- For 2 pts per models, a Cultist unit, can be strapped with Artisanal Bombs, after charging or getting charged, but before any attacks or duels are issued, the Cultist can detonate their bombs.
Choose a number of cultists who sets of their devices, for each devices activated, center the blast template on hte model, each models covered by the template take a S6 AP- , no cover saves Hit.
If other Cultist are covered by the template and are killed by it, roll a D6, on a 4+ the Bombs detonates, resolve those new explosions, Once you have resolved the hits caused by the Bombs, remove the Cultist model as a casualty, he is splattered in all direction and reduced to tiny bits.
-If Cultist models with bombs are killed in the Shooting Phase or in CC, roll a D6 for each of them, on a 4+, the Bombs detonates, there is a chance that the killing shot/blow cuts a wire or ignite the explosif and make it blow.
46852
Post by: IHateNids
Avatar 720 wrote:Surprise Cake - In the grim darkness of the 41st millenum, there is only cake.
Cakes are mystical items, often immune to all but the effects of other desserts. Who knows what drives a cake to do what it does? All that is known is that wherever a cake appears, a surprise is sure to follow.
Place the cake in the centre of the board. The first unit to reach base contact with the cake reveals the surprise hidden inside! Roll a D6 and consult the following chart for the effect:
Surprise!
1 - The cake is... just a cake. Everyone have a slice! Mmm, cake!
2 - The cake is... an objective. It is worth 3 Victory Points to whichever side controls it at the end of the game, even if the game does not use objectives. All eligible scoring units are able to control the cake objective, and all eligible denial units may deny control.
3 - The cake is... an enemy. Randomly choose one enemy unit. The cake is then immediately replaced by the chosen unit, and the enemy general may choose how his unit is placed, and cannot place any models further than 6" from the cake. If the unit may assault, then it is automatically in combat with the unit that revealed the surprise, and the revealing unit and all other units must be moved the minimum distance required to fit the enemy unit in combat. The enemy unit counts as charging during that turn's assault phase. If the enemy unit cannot assault for any reason, then it is simply placed the minimum required distance away from the revealing and surrounding units and impassable terrain.
4 - The cake is... an ally. Randomly choose one of your own units. The cake is then immediately replaced by the chosen unit, moving the minimum distance away from any impassable terrain. You may place the unit however you wish, so long as it fits within 6" of the cake's location. The unit may act normally for the remainder of the turn.
5 - The cake is... a lie. There was no cake. Boo! The cake is removed and the revealing unit gains the Rage and Furious Charge special rules.
6 - The cake is... a void grenade. Replace the cake with a void grenade, following the most recent rules for the void grenade.
Brilliant
xole wrote:Imperial Guard
Scared S***less: Models with this rule gain fearless, but are still vulnerable to pinning and may go to ground.
Big Stick: Str +1 Ap-, concussive, Mine's Bigger
Mine's Bigger: models with sticks automatically have Hatred(models with equal or smaller sticks)
A big stick is a sacred relic of the imperium granted to imperial guard sergeants and officers if they are too old or stupid for traditional power weapons.
Bigger Stick:Str+2, Ap 5, concussive, rending, Mine's Bigger
Bigger sticks are even more sacred relics of the imperium, granted to officers who have shown themselves capable with a big stick. These are some of the finest weapons in the imperium.
Biggest Stick:Str+4, Ap 3, concussive, rending, armorbane, fleshbane, unwieldly, Most Important Stick
Most Important Stick:There is only one Biggest Stick in the entire Emperium, granted to a single skilled combatant of the Imperial Guard, to do the Emperor's will. As such, there may only ever be one Biggest Stick in any army. The bearer of the biggest stick is so honored that it gains the Very Bulky, slow and purposeful, rage, and Furious Charge special rules. If its user dies, leave a marker in its place. It is now an objective.
This is the biggest most important stick in the imperium. The Emperor himself said, "this is a REALLY big stick." It is said that because of these sacred words, this stick is the only thing capable of waking the Emperor, though no one dares to try.
That is the funniest thing Ive read in a while
54708
Post by: TheCustomLime
Nonissue Bolters (Codex: Imperial Guard)
Whether issued by a rather affluent homeworld, "procured" from unknown sources, looted from slain Astartes or simply purchased from the black market some Bolters end up in the hands of Imperial Guardsman. Usually only officers may own this sacred weapon but there are some Imperial Guard regiments that field boltgun equipped squads.
Nonissue Boltguns may replace Lasguns in the following units:
Veteran Squad: 30 Pts
Penal Legion: 30 Pts
Platoon Command Squad: 15 Pts
Company Command Squad: 15 pts
Use the following profile for Nonissue Boltguns:
S: 4 AP: 5 24" Rapid Fire, Untrained User
Untrained User
Boltguns are complex weapons that take quite a deal of training to use properly. Such a weapon in the hands of a novice can be prone to jamming, misfires and even fatal malfunctions! To represent this, anytime a model rolls a "1" on a To Hit roll it may not fire (even snap shots) until the next user turn. The warrior is too busy repairing whatever malfunction the weapon is enduring.
I've also considered having the special rule saying that you may not fire snap shots at all instead.
46852
Post by: IHateNids
you should just give it Gets Hot, considerring Bolts are small missiles
54708
Post by: TheCustomLime
IHateNids wrote:you should just give it Gets Hot, considerring Bolts are small missiles
Seems a bit harsh, don't it? It's basically the draw back to a plasma gun but with a weaker weapon.
Here's a revised version
Nonissue Boltgun
S: 4 AP: 5 24" Rapid Fire, Inexperienced User
[u]Inexperienced User[/u
Models that carry a Nonissue Boltgun (Save for Company and Platoon Commanders) may never fire snap shots. In addition, if more than 10 sixes are rolled by the unit when firing the Nonissue Boltguns then each Boltgun gains the Gets Hot! special rule for the next shooting phase only. This represents the misfires that can happen as a mishandled boltgun is being shot off like mad.
61774
Post by: Somedude593
Bringing some tf2 into this
Penal legion Trooper Upgrade
Ullapool Caber: 30 pts (per squad)
+1 str power weapon
- CABER!: Once this weapon passes its to-hit roll against an enemy in an assault the user of the weapon must be removed at the end of the assault phase
- Explosion!: If a six is rolled when rolling to wound the weapon does two wounds instead of the normal one.
- OneShot: The explosive component of the caber can only be used once and if a model has more than one attack, all attacks after the first count as a normal CCW
For those of you that do not know the caber is a weapon is teamfortress two that is basically a stielhandgrenate used as a bludgeoning devise, explosive shenanigans ensue
46852
Post by: IHateNids
TheCustomLime wrote: IHateNids wrote:you should just give it Gets Hot, considerring Bolts are small missiles
Seems a bit harsh, don't it? It's basically the draw back to a plasma gun but with a weaker weapon.
Well, it just made sense to me.
Here's a revised version
Nonissue Boltgun
S: 4 AP: 5 24" Rapid Fire, Inexperienced User
[u]Inexperienced User[/u
Models that carry a Nonissue Boltgun (Save for Company and Platoon Commanders) may never fire snap shots. In addition, if more than 10 sixes are rolled by the unit when firing the Nonissue Boltguns then each Boltgun gains the Gets Hot! special rule for the next shooting phase only. This represents the misfires that can happen as a mishandled boltgun is being shot off like mad.
Thats a lot better, although what is the points cost for the upgrade?
68477
Post by: ragingmunkyz
Avatar 720 wrote:Surprise Cake - In the grim darkness of the 41st millenum, there is only cake.
Cakes are mystical items, often immune to all but the effects of other desserts. Who knows what drives a cake to do what it does? All that is known is that wherever a cake appears, a surprise is sure to follow.
Place the cake in the centre of the board. The first unit to reach base contact with the cake reveals the surprise hidden inside! Roll a D6 and consult the following chart for the effect:
Surprise!
1 - The cake is... just a cake. Everyone have a slice! Mmm, cake!
2 - The cake is... an objective. It is worth 3 Victory Points to whichever side controls it at the end of the game, even if the game does not use objectives. All eligible scoring units are able to control the cake objective, and all eligible denial units may deny control.
3 - The cake is... an enemy. Randomly choose one enemy unit. The cake is then immediately replaced by the chosen unit, and the enemy general may choose how his unit is placed, and cannot place any models further than 6" from the cake. If the unit may assault, then it is automatically in combat with the unit that revealed the surprise, and the revealing unit and all other units must be moved the minimum distance required to fit the enemy unit in combat. The enemy unit counts as charging during that turn's assault phase. If the enemy unit cannot assault for any reason, then it is simply placed the minimum required distance away from the revealing and surrounding units and impassable terrain.
4 - The cake is... an ally. Randomly choose one of your own units. The cake is then immediately replaced by the chosen unit, moving the minimum distance away from any impassable terrain. You may place the unit however you wish, so long as it fits within 6" of the cake's location. The unit may act normally for the remainder of the turn.
5 - The cake is... a lie. There was no cake. Boo! The cake is removed and the revealing unit gains the Rage and Furious Charge special rules.
6 - The cake is... a void grenade. Replace the cake with a void grenade, following the most recent rules for the void grenade.
I loled  Now to find a suitable cake mini so I can play with those rules...
63000
Post by: Peregrine
For IG veterans:
Any model may replace their lasgun with a shotgun for +5 points.
Shotgun:
Str 10 AP 6 assault 2 hellstorm (the huge apoc flamer), Wall of DEATH, They Work Like That
Wall of DEATH: when firing overwatch weapons with a hellstorm template use the wall of death rule, but with D6 hits instead of D3.
They Work Like That: if an opponent (or potential opponent) ever complains that "shotguns don't work like that" one of their units suffers an unfortunate mishap. Randomly select one of your opponent's units and replace it with a piece of crater terrain, and then place Marbo in the center of the crater. If you already have Marbo in your army this counts as an additional Marbo and overrules the normal limitation on unique characters. Sometimes the warp Just Works Like That.
54708
Post by: TheCustomLime
IHateNids wrote:TheCustomLime wrote: IHateNids wrote:you should just give it Gets Hot, considerring Bolts are small missiles
Seems a bit harsh, don't it? It's basically the draw back to a plasma gun but with a weaker weapon.
Well, it just made sense to me.
al
Here's a revised version
Nonissue Boltgun
S: 4 AP: 5 24" Rapid Fire, Inexperienced User
[u]Inexperienced User[/u
Models that carry a Nonissue Boltgun (Save for Company and Platoon Commanders) may never fire snap shots. In addition, if more than 10 sixes are rolled by the unit when firing the Nonissue Boltguns then each Boltgun gains the Gets Hot! special rule for the next shooting phase only. This represents the misfires that can happen as a mishandled boltgun is being shot off like mad.
Thats a lot better, although what is the points cost for the upgrade?
See my initial post. 30 Pts for Penal Legionnaires and Veterans, 15 pts for command squads. It's a squad upgrade.
9598
Post by: Quintinus
Peregrine wrote:For IG veterans: Any model may replace their lasgun with a shotgun for +5 points. Shotgun: Str 10 AP 6 assault 2 hellstorm (the huge apoc flamer), Wall of DEATH, They Work Like That Wall of DEATH: when firing overwatch weapons with a hellstorm template use the wall of death rule, but with D6 hits instead of D3. They Work Like That: if an opponent (or potential opponent) ever complains that "shotguns don't work like that" one of their units suffers an unfortunate mishap. Randomly select one of your opponent's units and replace it with a piece of crater terrain, and then place Marbo (with a Shotgun) in the center of the crater. If you already have Marbo in your army this counts as an additional Marbo and overrules the normal limitation on unique characters. Sometimes the warp Just Works Like That. Slight fix for ya :edit: While we're at it Sniper Rifle Range: Unlimited Str X AP1 Heavy 1 Special Rules: Headshot, Instant Death, Rending, Armorbane, Shred, Fleshbane, Twin-Linked, Ignores Cover, Master-Crafted, This is Real Life Headshot This model always hits on a 2+. This weapon always wounds on a 2+. For armor penetration purposes, this weapon has a Strength of 10. You may always allocate hits and wounds from this weapon and this ignores Look Out Sir! This is Real Life If an opponent (or potential opponent) ever complains that "sniper rifles don't work like that", every friendly model with a Sniper Rifle may make an out-of-sequence shooting attack except that the weapon is Heavy 5.
46852
Post by: IHateNids
ah, ok then. Tis fine as it is.
58517
Post by: razor5647
IG Stub-Rifles
STR 4 AP 6 Assault 1
Assault 1 - because the weapon fires cased .50 cal rounds similar to the Heavy Stubber the weapon would be semi automatic not a rapid fire assault rifle.
the weapons would be interchangeable with lasguns
69474
Post by: Farseer14
Eldar Sword of Vaul:
Fleshbane, Armorbane, +1WS, AP3
Essentially a witchblade but gives the wielder a boost to WS and an AP value many eldar wish their faseers had.
Additional 25pts
53251
Post by: xole
Imperial Guard
Bigger Gun
Strength 10, AP 2, Range 120', Heavy, Ordnance, Armorbane, Pinning, Fear, Hatred(naughty Bits)
This weapon may either be mounted on an Executioner chassis for an additional 100 points or carried by 50 guardsmen for 100 points. In the case of guardsmen carrying it, it is artillery. None of them may fire their weapons for the entire game, and they gain the slow and purposeful USR.
54708
Post by: TheCustomLime
xole wrote:Imperial Guard
Bigger Gun
Strength 10, AP 2, Range 120', Heavy, Ordnance, Armorbane, Pinning, Fear, Hatred(naughty Bits)
This weapon may either be mounted on an Executioner chassis for an additional 100 points or carried by 50 guardsmen for 100 points. In the case of guardsmen carrying it, it is artillery. None of them may fire their weapons for the entire game, and they gain the slow and purposeful USR.
Don't D strength guns do the same thing but better?
56513
Post by: NeoAigaion
Pulse-Energy Blade
[Range: -] [Str: User] [AP: 5] [Melee]
53251
Post by: xole
TheCustomLime wrote: xole wrote:Imperial Guard
Bigger Gun
Strength 10, AP 2, Range 120', Heavy, Ordnance, Armorbane, Pinning, Fear, Hatred(naughty Bits)
This weapon may either be mounted on an Executioner chassis for an additional 100 points or carried by 50 guardsmen for 100 points. In the case of guardsmen carrying it, it is artillery. None of them may fire their weapons for the entire game, and they gain the slow and purposeful USR.
Don't D strength guns do the same thing but better?
A little better. The only significant difference is that Strength D doesn't allow cover saves and IDs everything. If we are doing apocalypse then I would make something different, like this.
Imperial Guard APOCALYPSE
God Damn It Why Did I Play This Game Cannon
Str D, AP 1, Range (Infinite), 120' blast, Assault 20d6, Troll Level Master,
Troll Level Master: This cannon may hit friendly models, as it is difficult not to unless playing by phone. You've simply stopped caring and want to inflict as much damage as possible to everyone everywhere. Additionally, any terrain touched by this cannon's blast is removed from the game, as are any reserves sitting on nearby tables that are hit by the blast. Note that this gun's damage is not limited to your battle. If the blast hits models in other battles, make them roll saves as well, and remove terrain as needed. This includes any of their models that are in reserves. Note that any special rules allowing models to come back after killed(such as reanimation protocols, or Saint Celestine's being a pigeon-person special rule) will not get to be used. The God Damn It Why Did I Play This Game Cannon simply doesn't care. Models who's transports exploded as a result of this special rule must take 300d6 strength d ap- hits, because it would be funny. If, by some strange rules loop hole or other stupid thing like that, some models managed to survive this attack, the player who owns them automatically loses forever, and should be shunned by the rest of the local gaming community. This rule says it's perfectly ok, but check with your local police before taking more serious measures. In future, when thinking about playing apocalypse, roll a dice. on a d6 roll of 1+ do not play apocalypse. You're going to play apocalypse anyways, of course, but hey, now you're breaking the rules. You cheater.
42203
Post by: Lord Magnus
A roll of a 1 is always a fail, even on a 1+ roll.... Just though I would point that out.
20243
Post by: Grey Templar
No, a 1 is only always a failure in a few specific instances. Like rolling to wound.
rolling a 1 to penetrate a vehicle is not always a failure. A railgun automatically penetrates AV10 because it will always roll higher than the armor value.
62256
Post by: KnuckleWolf
=Tau=
Megalodon Railgun Slug
Rng 144" Str 10 Ap 1 Heavy 1 Lance, Melta, Armour Bane
Ignores line of sight with a markerlight use. Ignores cover saves/boosts granted by terrain. (That should be about right while still being 'balanced' to an imbalanced game)
To counter infantry threats, the 'Blue Whale' shot was designed to launch a cluster of smaller railgun spikes bound together with a charge in between. The charge would be programmed to detonate at a certain distance from the muzzle a split second before firing and force the cluster to scatter out like a shotgun blast from that point.
'Blue Whale' Submunition Round
Rng 144" Str 7 Ap 2 Heavy 1 Flesh bane, Strikedown
Draw a straight line from the barrel, this is the shots vector. Then pick a point along that line and start the narrow end of the flame template there with the templates lengthwise axis along the line and the wider end of the template further from the firer than the narrow end. Roll 2d6, on a 7 the round releases at the correct distance from the barrel and the attack resolves as it stands. If you roll higher than 7 the round has gone off too late and the template drifts further away from the firer along the vector 1" per point over 7. If you roll under 7, the round has gone off too early and it drifts back towards the firer along the vector 1" per point under 7. On a double 1 or double 6 however, the round has failed to go to secondary firing, and the attack fails and is wasted. This attack can only be used against Ground and Skimmer type units. (This gives an alternate, but nightmarish to resolve, twist on scatter for purposes of game design that has good counter-play and luck factors. Was a neat thought, not good though. Interesting to note: If you declared the shot went to template at the muzzle and it drifted backward, the shot detonated inside the barrel and would in game destroy the gun, but I didn't write that in here)
More later!
51866
Post by: Bobthehero
Plasma carbine.
Scaled down version of the plasma gun, shorter range, higher rate of fire, weaker punch, no gets hot.
Str 4 AP 2 18'' Either Rapid Fire or Assault 3
20-25 pts for Stormtroopers
56513
Post by: NeoAigaion
Hypersonic Wave Cannon
- Sonic weapon designed to shatter armoured bunkers
[Range: Hellstorm] [Str: 10] [AP: 1] [Ordnance 1, Armourbane, Torrent, No Cover]
70731
Post by: johannrsa
IG
Heavy Autogun (SAW)
Range: 24"
Str.: 3
AP: -
Type: Assault 3
Veteran Squad
One Veteran may have:
- Heavy Autogun .................... 5points
64816
Post by: washout77
razor5647 wrote:IG Stub-Rifles
STR 4 AP 6 Assault 1
Assault 1 - because the weapon fires cased .50 cal rounds similar to the Heavy Stubber the weapon would be semi automatic not a rapid fire assault rifle.
the weapons would be interchangeable with lasguns
This is interesting. Although, wouldn't it make more sense for it to be Heavy 1 since the rounds would be the same as a Heavy Stubber which is heavy. Also, the upgrade is free? Kinda like the shot-gun? I can see how this would push the squad towards staying at range, since at distance (longer than 12'') the gun would be better than a Las-gun, but when you come in that range the las-gun is putting out double the shots. I like it
42382
Post by: Unit1126PLL
Staff of Illuminating Reason
This is a wargear option for a Techmarine.
S: User AP: - Ignores Armor, Illuminating Reason
Illuminating Reason
Every time an enemy model that does something that breaks physics, you may hit them with the large hard-cover rulebook. This includes such nonsense as fielding walkers, firing railguns on a hovering chassis, and anything else that doesn't make any goddamn sense physically.
69226
Post by: Selym
The Nerf Hammer:
S: x10
AP: 1
Attacks: + 1,000,000,000
Initiative: +10
Special Rules: Melta, Ordinance, Ignore EW
May only be used by matt ward armies.
______________________________________________
63000
Post by: Peregrine
*smack with the Staff of Illuminating Reason*
This makes perfect sense, you just have to have the tank's engines compensate for the recoil. A Hammerhead will get kicked back a bit when it fires, but that's not a fatal problem.
42382
Post by: Unit1126PLL
Peregrine wrote:
*smack with the Staff of Illuminating Reason*
This makes perfect sense, you just have to have the tank's engines compensate for the recoil. A Hammerhead will get kicked back a bit when it fires, but that's not a fatal problem.
If you have enough engine power to compensate for the recoil of the main gun, why don't you just put said power into a DEW main gun and have it be the same effectiveness as the railgun (because Newton's 3rd!) and more efficient (because it doesn't use solid ammo).
64816
Post by: washout77
Unit1126PLL wrote: Peregrine wrote:
*smack with the Staff of Illuminating Reason*
This makes perfect sense, you just have to have the tank's engines compensate for the recoil. A Hammerhead will get kicked back a bit when it fires, but that's not a fatal problem.
If you have enough engine power to compensate for the recoil of the main gun, why don't you just put said power into a DEW main gun and have it be the same effectiveness as the railgun (because Newton's 3rd!) and more efficient (because it doesn't use solid ammo).
While the laws will stay the same, this is assuming that Tau tech controls, feels, and acts the same way as 21st century engines and tech. For all we know it doesn't take a whole ton of power at all, or their engines are significantly better than ours will ever be. Who knows really.
Really, that is the answer to just about every question. We're talking tens of thousands of years in the future, and alien races, so trying to compare anything to modern day anything is a pretty trivial idea.
70519
Post by: Emperorlives
No.
42382
Post by: Unit1126PLL
washout77 wrote: While the laws will stay the same, this is assuming that Tau tech controls, feels, and acts the same way as 21st century engines and tech. For all we know it doesn't take a whole ton of power at all, or their engines are significantly better than ours will ever be. Who knows really. Really, that is the answer to just about every question. We're talking tens of thousands of years in the future, and alien races, so trying to compare anything to modern day anything is a pretty trivial idea. Tau tech could control and feel like an angry green squid with cats for eyes, but it will still act the same because, as you said yourself, the laws are the same. Technology is distinct from sorcery precisely because it acts in accordance with physical laws. Which means that, because of the incontrovertible truth of Newton's 3rd, it will take the same amount of energy to absorb the recoil as the recoil placed upon the chassis of the tank (provided we ignore the ultimately negligible contribution of air resistance). Their engine's being better doesn't change the fact that it still takes X power to resist X recoil force. So rather than having to generate X power to fire a railgun's solid slug at said power, then having the engine generate X power again to compensate, you might as well just have the engine just generate X power in the first place and fire it as a DEW. And we're talking 40,000 years in the future, and about alien races, but I am not comparing anything to modern day. I am applying basic laws of physics. I'm not saying "Abrams better because this" or whatever. Nothing modern has ever entered the discussion, except our incontrovertible understanding of the laws of physics.
63000
Post by: Peregrine
Unit1126PLL wrote:So rather than having a railgun fire a solid slug at X power, then having the engine generate X power to compensate, you might as well just have the engine just generate X power in the first place and fire it as a DEW.
Err, no. There are many things wrong with that:
1) You ignore the factor of TIME. An effective weapon needs to apply all of its energy over a very short time, while it doesn't matter if the counter-thrust to the railgun's recoil takes a second or two. So simply having engines capable of X power output does not mean that you can put X into your gun and have an effective weapon.
2) You ignore the problem of energy conversion. For example, burning fuel in a rocket engine produces a lot of thrust, but you can't just take all of that energy and directly convert it to a laser shot. You'd have to add some kind of turbine to collect and use the exhaust gas, a generator to convert it to electricity, and finally the laser itself. And at each step of the process you're losing energy (since nothing can be 100% efficient) to waste heat, and then losing even more energy running a cooling system to keep your laser from melting. So merely having X power output from your engines doesn't mean that your laser could also have X power output.
3) You ignore the fact that armor penetration and damage are not just a simple "hit point" thing. For example, a laser weapon hits tank armor and immediately vaporizes some of it, creating a cloud around the impact point that absorbs some of the incoming energy from the rest of the shot. Or you might have armor that has excellent thermal absorption and radiation (great for stopping an attempt to melt through it with a laser) but is extremely brittle (terrible for stopping a solid projectile). So it's entirely possible to have a situation that favors physical projectiles over lasers, especially when you consider the ability to use submunitions/guided missiles/etc in addition to the solid anti-tank shot.
42382
Post by: Unit1126PLL
Peregrine wrote: Unit1126PLL wrote:So rather than having a railgun fire a solid slug at X power, then having the engine generate X power to compensate, you might as well just have the engine just generate X power in the first place and fire it as a DEW. Err, no. There are many things wrong with that: 1) You ignore the factor of TIME. An effective weapon needs to apply all of its energy over a very short time, while it doesn't matter if the counter-thrust to the railgun's recoil takes a second or two. So simply having engines capable of X power output does not mean that you can put X into your gun and have an effective weapon. 2) You ignore the problem of energy conversion. For example, burning fuel in a rocket engine produces a lot of thrust, but you can't just take all of that energy and directly convert it to a laser shot. You'd have to add some kind of turbine to collect and use the exhaust gas, a generator to convert it to electricity, and finally the laser itself. And at each step of the process you're losing energy (since nothing can be 100% efficient) to waste heat, and then losing even more energy running a cooling system to keep your laser from melting. So merely having X power output from your engines doesn't mean that your laser could also have X power output. 3) You ignore the fact that armor penetration and damage are not just a simple "hit point" thing. For example, a laser weapon hits tank armor and immediately vaporizes some of it, creating a cloud around the impact point that absorbs some of the incoming energy from the rest of the shot. Or you might have armor that has excellent thermal absorption and radiation (great for stopping an attempt to melt through it with a laser) but is extremely brittle (terrible for stopping a solid projectile). So it's entirely possible to have a situation that favors physical projectiles over lasers, especially when you consider the ability to use submunitions/guided missiles/etc in addition to the solid anti-tank shot. 1) Lasers can be pulsed - and it does matter, because two seconds of 25 m/s^2 acceleration moves you quite far! 2)This is true - however, a railgun already draws power from the generator and utilizes electromagnets. So it isn't like it's chemically fired or anything - there is already some way that the engine's power is being directed to the primary weapon system. Hell, the alternative option is an ion cannon! 3) what is "the rest of the shot" when you have a pulsed laser? And you might have armor that is like that, yes, while you might have sloped armor with ultra-dense core that is good at deflecting a solid projectile but does not disperse energy very well. And since most races use DEW as their primary antitank munitions (Imperium, Eldar, Dark Eldar, Necrons), it's reasonable to conclude that such energy-dispersing armor is relatively uncommon. Automatically Appended Next Post: ADDENDUM: In fact, having done the calculations, I realized that 2 seconds is fething ridiculous with the recoil that a railgun puts out. You would slide backwards over 100 meters! Calculations use the current US railgun design specs (35MJ muzzle energy) combined with tonnage of the hammerhead (24 tonnes) using E = .5m(v^2) to find a V of 54 meters per second - two seconds after firing, if nothing slows you down, your tank is going to be displaced by 108 meters!
63000
Post by: Peregrine
Unit1126PLL wrote:1) Lasers can be pulsed - and it does matter, because two seconds of 25 m/s^2 acceleration moves you quite far!
You missed the point here. What I'm saying is that a weapon needs to deliver a given amount of energy in a very short amount of time, while the engines don't. Recoil will kick the tank backwards instantly, but you don't need to have an equally-immediate spike of thrust. You can let the tank drift back as the shot is fired and use a softer "push" to slow the recoil and bring it back into position. So while both the shot and response will apply the same energy to the tank the engines will do it over a much longer period of time, meaning much lower power.
2)This is true - however, a railgun already draws power from the generator and utilizes electromagnets. So it isn't like it's chemically fired or anything - there is already some way that the engine's power is being directed to the primary weapon system. Hell, the alternative option is an ion cannon!
Right, but you can't just say X energy is X energy therefore laser. There are efficiency losses everywhere and it's quite possible that railgun delivers more firepower than an alternative laser Hammerhead.
3) what is "the rest of the shot" when you have a pulsed laser?
Pulses aren't instant, and if you have a very rapid pulse cycle each shot is landing in the same spot as the previous one (otherwise you suck at penetrating armor since each pulse hits fresh armor). Lasers have a real problem with the vaporized material absorbing incoming energy.
And since most races use DEW as their primary antitank munitions (Imperium, Eldar, Dark Eldar, Necrons), it's reasonable to conclude that such energy-dispersing armor is relatively uncommon.
That's completely backwards! If most armies use DEW as their primary anti-tank weapons then armor should be focused on dispersing that kind of attack, not vulnerable to it.
Calculations use the current US railgun design specs (35MJ muzzle energy) combined with tonnage of the hammerhead (24 tonnes) using E = .5m(v^2) to find a V of 54 meters per second - two seconds after firing, if nothing slows you down, your tank is going to be displaced by 108 meters!
Err, what? A railgun would have no more recoil than a conventional tank gun.
Also, you need to use conservation of momentum, not energy. If I'm getting the right numbers for the railgun you have in mind (2.5km/s, 10.5kg shot) the 24 ton Hammerhead would be kicked back at only 0.8m/s. For comparison, average walking speed is about 1.25m/s, so this is really not a big problem for the Hammerhead.
20243
Post by: Grey Templar
That also assumes the Hammerhead doesn't have any special recoil dampeners. Which it probably does.
42382
Post by: Unit1126PLL
Peregrine wrote: Unit1126PLL wrote:1) Lasers can be pulsed - and it does matter, because two seconds of 25 m/s^2 acceleration moves you quite far!
You missed the point here. What I'm saying is that a weapon needs to deliver a given amount of energy in a very short amount of time, while the engines don't. Recoil will kick the tank backwards instantly, but you don't need to have an equally-immediate spike of thrust. You can let the tank drift back as the shot is fired and use a softer "push" to slow the recoil and bring it back into position. So while both the shot and response will apply the same energy to the tank the engines will do it over a much longer period of time, meaning much lower power.
2)This is true - however, a railgun already draws power from the generator and utilizes electromagnets. So it isn't like it's chemically fired or anything - there is already some way that the engine's power is being directed to the primary weapon system. Hell, the alternative option is an ion cannon!
Right, but you can't just say X energy is X energy therefore laser. There are efficiency losses everywhere and it's quite possible that railgun delivers more firepower than an alternative laser Hammerhead.
3) what is "the rest of the shot" when you have a pulsed laser?
Pulses aren't instant, and if you have a very rapid pulse cycle each shot is landing in the same spot as the previous one (otherwise you suck at penetrating armor since each pulse hits fresh armor). Lasers have a real problem with the vaporized material absorbing incoming energy.
And since most races use DEW as their primary antitank munitions (Imperium, Eldar, Dark Eldar, Necrons), it's reasonable to conclude that such energy-dispersing armor is relatively uncommon.
That's completely backwards! If most armies use DEW as their primary anti-tank weapons then armor should be focused on dispersing that kind of attack, not vulnerable to it.
Calculations use the current US railgun design specs (35MJ muzzle energy) combined with tonnage of the hammerhead (24 tonnes) using E = .5m(v^2) to find a V of 54 meters per second - two seconds after firing, if nothing slows you down, your tank is going to be displaced by 108 meters!
Err, what? A railgun would have no more recoil than a conventional tank gun.
Also, you need to use conservation of momentum, not energy. If I'm getting the right numbers for the railgun you have in mind (2.5km/s, 10.5kg shot) the 24 ton Hammerhead would be kicked back at only 0.8m/s. For comparison, average walking speed is about 1.25m/s, so this is really not a big problem for the Hammerhead.
Armor should be focused that way, but clearly isn't. Otherwise melta weapons wouldn't be the last word in armor-hunting engagements.
And it's quite possible that the railgun delivers more energy, but it's also quite possible that it doesn't.
A railgun of equivalent energy would have no more energy than a conventional tank gun, but railguns are so technically challenging that the only reason to use one is to increase your power beyond that available through chemical munitions so naturally it would be more powerful.
As for your calculations, p=mv is momentum. According to my windows calculator, you're a bit off, with the hammerhead's final velocity being 1.09 m/s, but your point stands.
I still maintain that it's silly not to just put the railgun on a grounded chassis so that it doesn't require any engine power at all to move back into position.
Also, as a final word: 10.5 kg projectile moving at 2.5 kps isn't really that impressive - honestly that's what I'd expect from a slightly more advanced chemically fired shell - modern ones go ~1800 m/s and weigh about half the proposed railgun shell.
63000
Post by: Peregrine
Unit1126PLL wrote:Armor should be focused that way, but clearly isn't. Otherwise melta weapons wouldn't be the last word in armor-hunting engagements.
Not true. It's just as plausible that melta weapons have such overwhelming firepower that even armor designed to resist them is inadequate at close range.
And it's quite possible that the railgun delivers more energy, but it's also quite possible that it doesn't.
Except we see railgun Hammerheads but not laser Hammerheads (when taking on heavy tanks, the ion Hammerhead is a light vehicle/infantry killer). So unless your argument is "the Tau are stupid" there must be some advantage for the railgun.
A railgun of equivalent energy would have no more energy than a conventional tank gun, but railguns are so technically challenging that the only reason to use one is to increase your power beyond that available through chemical munitions so naturally it would be more powerful.
And to make your ammunition lighter (no need to store bulky and heavy chemical propellant) and safer (no need to store dangerous explosives). If you can solve the barrel erosion problems a railgun is far superior to a conventional gun. In fact those are the reasons we're working on real-world railguns, not some magical extreme firepower increase.
I still maintain that it's silly not to just put the railgun on a grounded chassis so that it doesn't require any engine power at all to move back into position.
How is it silly? Putting it on a hovering tank is a HUGE difference in mobility, the advantages of being able to hover over rough terrain are far, far greater than the minor drawback of slight recoil problems that are easily corrected by your tank's engines. And landing a Hammerhead to give a stable firing platform makes no sense given the equally huge advantages of being able to fire on the move.
Also, as a final word: 10.5 kg projectile moving at 2.5 kps isn't really that impressive - honestly that's what I'd expect from a slightly more advanced chemically fired shell - modern ones go ~1800 m/s and weigh about half the proposed railgun shell.
Exactly. A modern shell is slower AND lighter. Therefore it will have much less energy and do much less damage to a target. And that's on top of the advantages of having solid shot ammunition instead of conventional rounds.
20243
Post by: Grey Templar
The reason the hover tank would exist is mobility. A little recoil from that hugely powerful gun is fine if you'll be moving afterwards anyway.
The tactic would be to fire the gun and immediatly relocate.
Moving a meter backwards would only matter if you hit something.
64816
Post by: washout77
Grey Templar wrote:That also assumes the Hammerhead doesn't have any special recoil dampeners. Which it probably does.
This is why I brought up Alien tech. If the Tau have railguns on hover tanks, they most likely have the technology to negate the recoil and prevent that situation from happening.
Also, this is a thread on making wargear/weapons...how did this start?
46852
Post by: IHateNids
i dunno...
I reckon someone should draft up a Spartan Squad upgrade for some IG Stormies...
70737
Post by: grizzly squirrel
tau weapons
Coil Cannon
A XV88 battle suit mounted cannon that fires a explosive slug using electromagnet coils to propel the slug out of the barrel
Range: 48" Str: 7 AP: 4 Heavy 1 Blast, Strikedown
Airburst Missile
this missile system detonates high in the air raining smaller drone guided payloads onto the enemy below when fitted to a Skyray gunship it makes it effective anti infantry artillery
range: Unlimited Str: 5 AP: 5 Heavy 1 Large Blast, Ignores Cover *
* fired in the same way as a Seeker Missile
56513
Post by: NeoAigaion
Rail Bolter: Boltguns that use magnetic-accelerated ammunition. The rounds are smaller and slightly less powerful than standard rounds, but they have better armour penetration.
[Rail Rounds]
30" / S3 / AP4 / Rapid Fire
54708
Post by: TheCustomLime
Codex: Imperial Guard
Artillery Launched Flares (Standard Wargear)
S- AP- Range: 36"-120" Light up the night, Brushfire!, Barrage, Blast
At the start of the shooting phase, a Imperial Ordnance Battery unit (Basilisk, Medusa etc) may elect for fire an Artillery Launched Flare rather than making a normal shooting attack when night fighting rules are in effect. When an artillery unit is squadroned, each model may fire elect to either fire a flare or a normal shot.
Light up the night
When the flare lands, it removes night fighting rules for a D3' area of the board (Measured from the center of the blast marker) starting the artillery unit's shooting has ended* phase and ending after a D6 amount of turns. One may place a counter where the center of the blast marker was in order to use the template for other artillery shots. Treat the flare as a seperate shot from the rest of the squadron when rolling for blast scattering from the other units.
Brush fire!
If a flare lands in a wooded terrain area (See the BRB for rules), roll a D6. If the result is 6, then the area becomes dangerous terrain! If a unit is inside the area terrain, then each model must immediately make a dangerous terrain check. Afterwards, any must make a emergency disembarkation move out of the terrain.
*(Meaning, one model in a squadron cannot ignore night fighting rules when shooting at a illuminated enemy unit after another model in it's squadron illuminated it. However, it is perfectly acceptable for another unit to fire at a illuminated unit, ignoring night fighting rules, after that squadron has finished firing)
49408
Post by: McNinja
NeoAigaion wrote:Rail Bolter: Boltguns that use magnetic-accelerated ammunition. The rounds are smaller and slightly less powerful than standard rounds, but they have better armour penetration.
[Rail Rounds]
30" / S3 / AP4 / Rapid Fire
how would they be less powerful? Just because the slug is smaller does not mean that the weapon has less power, if anything it would be greater because of the vastly greater velocity and speed.
56513
Post by: NeoAigaion
McNinja wrote:NeoAigaion wrote:Rail Bolter: Boltguns that use magnetic-accelerated ammunition. The rounds are smaller and slightly less powerful than standard rounds, but they have better armour penetration.
[Rail Rounds]
30" / S3 / AP4 / Rapid Fire
how would they be less powerful? Just because the slug is smaller does not mean that the weapon has less power, if anything it would be greater because of the vastly greater velocity and speed.
Because in an actual game with these houserules, people would bitch to no end!
64816
Post by: washout77
McNinja wrote:NeoAigaion wrote:Rail Bolter: Boltguns that use magnetic-accelerated ammunition. The rounds are smaller and slightly less powerful than standard rounds, but they have better armour penetration.
[Rail Rounds]
30" / S3 / AP4 / Rapid Fire
how would they be less powerful? Just because the slug is smaller does not mean that the weapon has less power, if anything it would be greater because of the vastly greater velocity and speed.
Because balance
49408
Post by: McNinja
washout77 wrote: McNinja wrote:NeoAigaion wrote:Rail Bolter: Boltguns that use magnetic-accelerated ammunition. The rounds are smaller and slightly less powerful than standard rounds, but they have better armour penetration.
[Rail Rounds]
30" / S3 / AP4 / Rapid Fire
how would they be less powerful? Just because the slug is smaller does not mean that the weapon has less power, if anything it would be greater because of the vastly greater velocity and speed.
Because balance
Also, they are less powerful than Kraken penetrator rounds. If anything, rail rounds should be more powerful considering that railguns are designed to be the most powerful solid-projectile weapons ever. Nova Cannons installed on Imperial ships and Heavy Railguns on Tau ship and both are extraordinarily powerful weapons. Why would a bolter version be less powerful than a chemically-projected shot?
62256
Post by: KnuckleWolf
Thanks for the heads up on the RG guys! I heard about it when they first said 'ok we'll try this' but hadn't followed the news apparently. One last thing about the Skimmer platform-I would have to assume the Devilfish hull (and various vehicles built off its chassis) Would have sophisticated as heck fly-by-wire systems combined with predictive protocols for things like incoming shot recoil and onboard outbound weapons fire before you even looked at the recoil compensators for said on board weapon systems. I mean c'mon, remember the F-117 Nighthawk test flight? And that was when the FBW tech was new. BTW where do you get the tonnage for the Hammerhead? Huge fan of schematic/stat write ups for fantasy/sci-fi stuff. Comes with wanting to be an engineer.
Really like the airburst missile too. Would it be like SM missile launcher and get to choose which mode it fires in?
20243
Post by: Grey Templar
Having a rail bullet for the bolter wouldn't make any sense. it would make the bolter a railrifle, not a bolter.
a bolter fires a rocket propellet explosive bullet.
a railgun/rifle uses magnetic acceleration.
They are 2 completely different types of weapon. It doesn't make sense for them to be combined.
45565
Post by: cormadepanda
Warp Bolter. The Mek made dis gun crazy. Range 24" Strenght 2d6 ap2, assault 4, gets hot. On the event of snake eyes rolled the weapon is sucked into the warp, including user. One way trip, have a nice vacation. On the roll of double fives the unit being shot is not shot, but instead sucked into melee with the unit. Move the enemy models into base contact with the shooting models. Over watch is ignored. As the foe really just doesnt know what happened. Treat neither side as charging. On the roll of double 6 - the strength goes to 10 ap 1 and ignores cover as the warp opens up inside the foe pulling him inside out to visit all his lost friends and orks. Make it a new flash git weapon. cost? idk a 10pt upgrade per flashgit? it has the chance to kill the entire unit.
70889
Post by: Houndmaster
IG weapons (note- arty upgrades)
Magazine-IG-Arty
Magazine- may fire multiple attacks on the same target before reloading. 2 shells (40 extra) 3 shells (60 extra) 4 shells (80 extra) five shells (100 extra).
HEAT rounds-IG-Arty
HEAT-+3 attack on all vehicles except wolves (why are you fighting the SW anyway?) (50 extra)
Canister rounds-IG-Arty
Shot-Uses double shotgun stats, (24" range, strength 6, Assault 4), units fired upon must take a leadership test
Inspiration (Ordinatus)-IG/Mechanicus-Arty
Inspire-Causes all troops within 28" to receive +3 to leadership tests, as well as counting as an extra Holy Relic
55847
Post by: Buttons
Heavy Lasgun: Generally given to individual squad members or entire regiments of heavy infantry, the heavy lasgun can lay down a torrent of fire.
S:3 AP:- Range: 24 Salvo 2/4
Infantry squads can take one as their special weapon choice for 3 points, every veteran in a squad can replace their lasgun with one for 30 points.
Hot-shot Long-las: A hot-shot lasgun designed for increased lethality and with improved optics, being issued to some storm trooper squads, or by highly skilled snipers in the Imperial Guard.
S:X A:3 Range: 30 Heavy 1, Sniper
Storm Troopers can take one for 5 points as a special weapon, and any ratling can replace their sniper rifle with one for 5 points (hey, makes Ratlings a little less gakky).
Hunting Lance reloads: The tips of the hunting lances are designed to be easily removed and replaced allowing the squad to make multiple charges without needing to retreat to replace their lances completely
Hunting lance stats
Any squad of rough riders can take them for 3 points per model and if they spend a single shooting phase not shooting and out of base to base contact with enemy models their lances are reloaded and they can charge with their hunting lances again.
Ogryn Close Combat Weapons: Ogryn tend to be specialized towards close combat, and as a result frequently abandon their guns for various weapons to use in close combat, whether a pair of swords, a small tree trunk, or even an eviscerator.
Any ogryn can replace his ripper gun with one of the following for free
A pair of close combat weapons
A Hittin' Stick (S:+1 AP:5) (two handed weapon)
Any Ogryn can instead replace their ripper gun with the following for 5 points per model
A Heavy Hittin' Stick (S:+3 AP:3) (two handed, unwieldy)
The Bone 'ead can
Replace his ripper gun with a pair of Eviscerators: 20 Points
Take an eviscerator: 10 Points
All upgrades should be properly displayed and be able to be told apart.
I just like the idea of heavy lasguns, Ratlings need some boost, as do ogryn, and reloadable hunting lances would just be nice. I think the Ogryn upgrades are undercosted, but being that Ogryn are already overcosted... Besides, who wouldn't want to have a blob of Ogryn running around with tree trunks and dual eviscerators ripping marines apart?
51866
Post by: Bobthehero
Considering they're losing the shooting abilities, I'd say its fine.
Sure, shooting is not their strong point, but I heard good things about it.
55847
Post by: Buttons
Peregrine wrote:And that's on top of the advantages of having solid shot ammunition instead of conventional rounds.
There really are none. There is a reason no modern tank fires solid AP or even APDS, they are extremely inferior to APFSDS, which are lighter (no, you don't want a high muzzle energy in a tank gun persay, you want a high penetration) and are capable of penetrating more for their length and mass. So a gun firing solid munitions will penetrate significantly less than a gun firing APFSDS at the same muzzle energy.
63000
Post by: Peregrine
Buttons wrote:There really are none. There is a reason no modern tank fires solid AP or even APDS, they are extremely inferior to APFSDS, which are lighter (no, you don't want a high muzzle energy in a tank gun persay, you want a high penetration) and are capable of penetrating more for their length and mass. So a gun firing solid munitions will penetrate significantly less than a gun firing APFSDS at the same muzzle energy.
You misread that. I wasn't talking about just the projectile, I was talking about the propellant. A railgun shell is an inert lump of metal, possibly wrapped in some kind of inert sabot. A shell for a conventional gun is the same inert lump of metal sitting on top of a very not-inert pile of explosives. That means you're wasting size and weight storing the explosives, and then more size and weight to protect against tank-destroying ammunition explosions. And nothing you can do will get around the fact that you have a nice pile of explosives in a vehicle that is going to be shot at, one unlucky hit to the magazine (or a stupid crew member) and your tank is a crater. On the other hand, take a hit to a railgun's ammunition supply and the worst-case scenario is that some of the railgun rounds are damaged and can't be fired.
49408
Post by: McNinja
Peregrine wrote:And nothing you can do will get around the fact that you have a nice pile of explosives in a vehicle that is going to be shot at, one unlucky hit to the magazine (or a stupid crew member) and your tank is a crater. On the other hand, take a hit to a railgun's ammunition supply and the worst-case scenario is that some of the railgun rounds are damaged and can't be fired.
I'm not sure what Tank has its ammo supply out in the open. Also, no military has "stupid soldiers." If you fail any part of the training, you're done. You don't get a second chance at becoming a tank gunner if you fail basic training and safety precautions. Also, no tank has a magazine. Their main guns are loaded by hand.
67431
Post by: Ninjacommando
McNinja wrote: Peregrine wrote:And nothing you can do will get around the fact that you have a nice pile of explosives in a vehicle that is going to be shot at, one unlucky hit to the magazine (or a stupid crew member) and your tank is a crater. On the other hand, take a hit to a railgun's ammunition supply and the worst-case scenario is that some of the railgun rounds are damaged and can't be fired.
I'm not sure what Tank has its ammo supply out in the open. Also, no military has "stupid soldiers." If you fail any part of the training, you're done. You don't get a second chance at becoming a tank gunner if you fail basic training and safety precautions. Also, no tank has a magazine. Their main guns are loaded by hand.
Yes tanks have magazines(ammo box)... It's the location where the shells are stored. On the Abrams if the magazine is hit, the explosion will not harm the crew as its designed to force explosions up and out the top panels of the turret.
What your thinking of is an auto loader which some tanks do have (the French leclerc).
The disadvantage of the railgun is that if the capacitors are hit while they are currently storing electricity... Well that energy has to go somewhere.
63000
Post by: Peregrine
McNinja wrote:I'm not sure what Tank has its ammo supply out in the open.
None. But generally the most effective way of destroying a tank is to penetrate its armor and inflict damage on things that are not out in the open. Ammunition fires/explosions are a real hazard with conventional guns, and one of the main reasons we're working on real-life railguns.
Also, no military has "stupid soldiers."
Real life disagrees with you.
Also, no tank has a magazine. Their main guns are loaded by hand.
Magazine = ammunition storage. Automatically Appended Next Post: Ninjacommando wrote:The disadvantage of the railgun is that if the capacitors are hit while they are current storing electricity... Well that energy has to go somewhere.
Of course that's assuming you need capacitors and you can't just supply the required power directly.
64816
Post by: washout77
I don't know, the multitude of men I have met at Fort Dix also proves that otherwise.
There is a difference between being a stupid soldier, and just screwing up in the stress of battle. I know of times that that has happened.
49408
Post by: McNinja
Peregrine wrote:
Also, no tank has a magazine. Their main guns are loaded by hand.
Magazine = ammunition storage.
No, a magazine is an actual thing you stick into your weapon that contains the ammunition for said weapon. A place to put ammo is a place to put ammo.
50138
Post by: Savageconvoy
On vehicles the magazine is also ammo storage locations. The aircraft carrier I was on had several ammo magazines loaded with bombs, but no means to use the bombs itself.
49408
Post by: McNinja
Savageconvoy wrote:On vehicles the magazine is also ammo storage locations. The aircraft carrier I was on had several ammo magazines loaded with bombs, but no means to use the bombs itself.
Interesting. I had no idea. Well, looks like I'm wrong
64816
Post by: washout77
McNinja wrote: Peregrine wrote:
Also, no tank has a magazine. Their main guns are loaded by hand.
Magazine = ammunition storage.
No, a magazine is an actual thing you stick into your weapon that contains the ammunition for said weapon. A place to put ammo is a place to put ammo.
You are correct. But in vehicles, the magazine is where they store the ammo (usually separated from the gun itself by a small compartment to prevent ammo going off and killing everyone inside) so it doesn't get hit and go off inside the vehicle
EDIT: Nevermind, you saw it
54216
Post by: TheRobotLol
Plasma DeathStorm BlastLord Cannon Str 10 AP 1 assault 6D6, large blast, Get's hot! Plasma explosion of ultimate destructive power. Plasma explosion of ultimate destructive power: If, and when, the PDSBLC causes it's owner to die from the enormous volume of Gets Hot! rolls, roll 20D6. Measure the resultant amount out in inches. Every unit, friend or foe, within this distance gains the get's hot! for each of their weapons until the end of the game.
57210
Post by: DemetriDominov
Nuclear Warhead Counts as a Heavy Choice - 250 points Always held in reserve. Range - Roll a D6 A roll of 1 strikes half the board measured from your deployment zone. A roll of 2 strikes half the board measured from controlling player's left side of the board. A roll of 3 strikes half the baord measured from controlling player's right side. A roll of 4 strikes half the board measured from opponents deployment zone. A roll of 5 strikes the entire board. A roll of 6 strikes the entire board, and inflicts ground zero: D6 inches from the center suffer a strength D result. S - 8 Ap - Flesh and Armorbane. *Radioactive: For the remainder of the game, the section of the board hit by the nuclear blast is radioactive and takes a S 3 hit at the beginning of every turn so long as they are within the blast zone. If they are at ground zero, they take a strength 6 hit. Armor saves allowed.
46852
Post by: IHateNids
even by 40k standards, a Nuke is at least AP2
65170
Post by: ENOZONE
Wrong thread.
46852
Post by: IHateNids
Ivasion Beam Stabilisation Field
upgrade to a Night Scythe, 20 points.
allows the unit disembarking to assault out of the transport if the Scythe moved 24" or less.
63000
Post by: Peregrine
Because what the Night Scythe needs is to be MORE overpowered:
Upgrade to a Night Scythe, 5 points.
The Night Scythe's weapons are all STR D AP 1, and may choose to fire each shot as either a single attack as normal or as a 10" blast. If you fire in blast mode any shot that rolls a "hit" on the scatter die counts as rolling a 6 for purposes of the Tesla rule. Any bonus hits are resolved as the same type of shot as the one that generated the 6 (place the 10" template on the same spot as the first hit).
63732
Post by: Khorvahn
Bomb Squig Ballista : 36" STR 5 AP 4 Barrage large blast armor bane artillery. 30 points
Gobbo Gliders: Grot statline, jump infantry, kamikazie, they go boom!!!, Watch out for Dem', hit and run.
Kamikazie: The grot gliders are strapped with bombs in an attempt to blow lots of stuff up, sadly they forgot to make the bombs come off of their bodies so now they dive at their targets. After charge moves are made, but before the fight sub-phase, center a small blast template over all Gliders in base contact with an enemy, they do not scatter. All models underneath the template take a str 4 ap 4 rending hit. The gliders in which the templates were centered are then removed as casulties. note: This only happens in the first round of combat and in an assault in which the Gliders initiated the charge. After all bombs have exploded combat will resume normally, also note that models with this special rule would not get a chance to use their hammer of wrath attacks.
They go boom!!!! : When hit the bombs have a chance to explode. For every unsaved wound taken by the squad
rol a d6. On a 4+ the bomb goes off. Starting with the closet models, center a small blast template over the "dead" Gliders , these templates do scatter d6". All models underneath the template take a str 4 ap 4 rending hit. The gliders in which the templates were centered are then removed as casulties.
note: it is possible for a unit of Gobbo Gliders to blow themselves up lol.
Watch out for Dem' : No good warboss wants his horde to get blown up by stupid grots, so the gliders are usually kept further away from the rest of the army. As a result the Gliders must be kept in reserve, but have the option to either deepstrike or outflank and MAY assault the turn they come in.
note: the gliders may not be joined by a character for any reason, its just too risky
FA, 8 points per model squad size 10-20
56513
Post by: NeoAigaion
[Thunderclaw]
An ancient weapon of unknown origin. All that is known is that it was human-forged. It is now carried by the hand of the ??? chapter's leader.
Rng: - / Str: +2 / AP: 3 / Type: Melee, Master-Crafted, Shred, Rending
71038
Post by: Kerrathyr
GK - Vindicare Assassin options:
* replace Exitus Rifle with "Sententia" Rifle - 30 pts
R 72" S X AP 1 Heavy 1, Sniper
(it's just the first version of Exitus rifle)
* may take "warp bane" bullet choice - 25 pts
a psyker or demon hit by this bullet rolls 2D6
2-7 the model scatters as per deep strike
8-11 the model suffers D3 wounds. Saves and/or FNP are rolled for each wound
12 if the model suffers the wound, it is banished into the warp (removed from the board). Counts as a kill, for VP purposes.
49408
Post by: McNinja
So the Vindicare becomes a 200 point model with a 72" Sniper Rifle? Nah.
53251
Post by: xole
Nuclear Hand Grenade
6" S8 AP 1 Heavy 1, Melta, Barrage, One Use, Nuclear, Suicide
Nuclear: Once the final location of the blast is determined, the entire area of the blast is treated as dangerous terrain for the remainder of the game, while the center is treated as lethal terrain
Suicide:This grenade may be used in close combat instead of a model's normal attacks, counting as unwieldly. When used, place the large blast over the center of the model who used it, using the above profile to resolve the attack. it does not scatter.
Is that clear enough? One problem I always had with rule design was making things clear enough.
20243
Post by: Grey Templar
Whats Lethal Terrain?
42382
Post by: Unit1126PLL
xole wrote:Nuclear Hand Grenade
6" S8 AP 1 Heavy 1, Melta, Barrage, One Use, Nuclear, Suicide
Nuclear: Once the final location of the blast is determined, the entire area of the blast is treated as dangerous terrain for the remainder of the game, while the center is treated as lethal terrain
Suicide:This grenade may be used in close combat instead of a model's normal attacks, counting as unwieldly. When used, place the large blast over the center of the model who used it, using the above profile to resolve the attack. it does not scatter.
Is that clear enough? One problem I always had with rule design was making things clear enough.
it has a blast? where?
71038
Post by: Kerrathyr
A minor thing for DA - RW units, due their "knighthood" history... with a couple... err... less minor :p
- Option to take power lances (oddly left off the Codex, if I haven't misread so far) for any pa models on a bike (ic included)
- Blackspear of the Order: Range n/a S +1(+2 on charge) AP 3 plus: Initiative +1, IK
- Relic: Thunderlance of the Raven: a power lance with an integrated storm bolter
62497
Post by: OnlyWar
New Sacred Standards- Usable by all Imperial Forces
Standard of Destruction- all ranged weapons within 6 inches of the standard gain salvo 3/5 and have Twin linked
Standard of Annihilation- all ordnance weapons within 12 inches fire together (if one battle-cannon fires, then all the other ordnance within twelve inches can fire as well)
Automatically Appended Next Post:
Standard of Conflagration- all flamers and melta-guns within 12 inches of the standard have soul burn and melta-guns are now template weapons
62497
Post by: OnlyWar
Standard of The Relentless- all units within 12 inches of the standard have the feel no pain, and they shall know no fear, relentless and it will not die special rules
42382
Post by: Unit1126PLL
Standard of Standards:
Every roll you make only requires 1/2 the number of dice. The other half of the roll is determined by what would be required to average out the first set of dice.
For example:
Terminators rolled a six, four fours, and a five for half of their saves. This means that the other half would be a one, four threes, and a two, meaning a single dead terminator.
68212
Post by: Leety
Imperial Guard Codex
Long-Melta Rifle
+20 points for any guardsman.
Str 9 AP 1, 36" Heavy 1
Rules:
Lance
Long Reload: The long calibration process of this rifle means that it cannot fire as often as other weapons. Fires every two turns.
Mark-Las Rifle
+25 points for any guardsman
Str 1 AP--, 60", Heavy 1, Template
Rules:
Mark it....: While the Mark Las creates a near non-lethal projectile, it emits a bright red smoke on locations in which it hits, creating sparkles all around the armor who was hit by this seemingly harmless weapon. All units that target the squad hit by the Mark-Las Rifle gains a +1 Bs.
62497
Post by: OnlyWar
Standard of Obliteration- 100
All units within 15 inches of the standard may triple the total amount of attacks they make during the shooting phase, in addition, devastators may now be taken as troops and 1 unit of thunderfire artillery may be taken without taking up a force organization chart. Automatically Appended Next Post: Chaos only Standards
Standard of the Warp- 50 points- At the start of every assault phase, role a D6- each number on the die corresponds to a different force organization slot (fast attack, HQ, Troops etc.) then your opponent looks through the chaos daemons codex for the organization slot that you rolled and selects a unit from that slot. you may then place those units D6 inches away from the standard.
1-HQ
2-Elite
3-Troops
4-Heavy Support
5- Fast Attack
6- One of Each
71547
Post by: Sgt_Smudge
Camo cloaks for IG infantry squads
2pts per model, Stealth
Sorry, I just love Tanith...
47994
Post by: Kasrkin229
Mark XI Heavy Las gun
Strength 3. AP 3
Particle Dispersion *
Mechanical unreliablity *
The Mark XI heavy lasgun may be taken for 25 points to the entire squad ( Veteran squad option )
* Particle Dispersion - for one unsaved wound the unit under fire must take a Toughness check or suffer D3 + 1 wounds with armor saves allowed
Mechanical Unreliabilty - due to the experimental nature of these weapons , any time a Mark XI is " rapid fires " It gains the "Gets Hot " special rule for that shooting phase as the venting system may occasionally overload during such consistent use
These are an option for Imperial Guard veterans at 25 points for the to be armed ( excluding sergeant )
Leman Russ Tanks -
Any Leman Russ may upgrade to one of the following
HESH ( High Explosive Squash Head ) - 15points
Strength 5 AP 3 , Blast , Heavy 2 , Armor Bane
Canister Shot -15 Points
Strength 4 AP 5 , Template , Flesh Bane , Pinning
FSAPM ( Fin stabilized Armor-Piercing Munitions ) 15 pts
( Vanqhisher only ) the Vanquishers main gun counts as twin-linked
What are your thoughts ?
69938
Post by: General Annoyance
Various Ork Equipment coming up!
Kommando gear
Speshul shoota - St 5 AP 4 Assault 1, twin linked
Rending choppas - speak for themselves
Grapplin' 'ook - St user +1 AP 6 melee, *
* reel in your grot-like foes! in the shooting phase, you may fire the hook at an enemy unit within 8". instead of rolling to wound, pull the closest model D3 +1 inches towards the firer. the entire enemy unit must catch up with this model if they break coherency in the opposing players next turn. if the model in question is dragged into combat, start a combat as usual, except the "victim's" initiative is reduced to 1 for that turn. bulky models cannot be dragged, nor can any type of vehicle or infantry that have used a jump pack/jet pack last turn.
Stunn Stikkbombz - St 2 AP - Grenade, blast, concussive, blind, defensive grenade
Other Gubbin's
Gitfinda - the user may fire at a different target if they are attached to a unit
Fungus Beer - all units upgraded with this become fearless "who Want's ta 'ave a go?! (hicupp)"
More Ammo? (fanks boss! )  - units with this upgrade may re-roll failed to hits of 1 with ranged weaponry.
Stikkbomb Launcha - St 4 AP 5 Assault 1, blast, pinning
Happy Shootin' ya gitz!
GA
67448
Post by: OrkBomma
Waaagh! Blasta
S 8 AP 2
Heavy d6 shots (get's hot) 24' Da mekz new toy! Waaagh!
Warp Stikk
S user + 1 AP 4
Warp Stikkz are powerful Stikkz that have been Power Swords in previous centuries that were used by the space marines unlucky enough to have been swallowed by the warp, but have mutated over time by the mysterious effects of the warp and because of this have became more than just stikkz
47138
Post by: AnomanderRake
Sword of the Morning (Autarchs only, 25pts)
S +1, AP 2
Diresword: A model that suffers any unsaved Wounds from this weapon must immediately make a Ld test for every wound suffered. If any fail, the model is immediately removed from the battlefield.
58389
Post by: Orkimedes1000
Ork
"gitfinda": adds +1 to hit ranged hit/shot/attack, regardless if the model moves or is in long range etc. in addition to the normal gitfindas rule [pg 56]
or simply remove normal rule of gitfinda, and simply add "+1 BS". all dat tracking gubbinz. makes the flashgit more accurate [compared to normal boyz, kind of like useful ork sized grots only more useful]
62497
Post by: OnlyWar
standard of utter devastation
all friendly units within 20 double amount of shots they can make.
57646
Post by: Kain
OnlyWar wrote:standard of utter devastation
all friendly units within 20 double amount of shots they can make.
No, no, no nononononono No NO NO!!!!,!
62497
Post by: OnlyWar
you are right Standard of utter devastation is overpowered.
i have now nerfed it to all friendly units within 60 quadruple the amount of shots they can make, and all thier weapons count as twin linked!
66712
Post by: Enceladus
Percussion Grenades (25 points) - These rare pieces of wargear are available to only the most elite warriors of the Imperium. When detonated, they stun the target momentarily, allowing the attacking force to make a pre-emptive strike on their foe.
After the charge distance is determined but before any charge move is made, roll a D6. On a 1-2 the grenade is presumed to have missed its target and the enemy unit may fire Overwatch as normal. On a 3-4 the grenade falls short but still has a partial affect on the enemy unit, the target must re-roll any successful snapshots fired during Overwatch. And on a 5-6 the grenade scores a direct hit, disorienting the target and allowing no Overwatch to be resolved against the attacking unit.
11194
Post by: Krellnus
Tau Empire:
Vehicle Multitracker - 10 points
Add 'fast' to the vehicles type.
62526
Post by: Lathor
IMHO the reroll for a 1/6 success (except Tau) just slows the game but it's effectively makes it zero, so I would make it 1-2 no effect 3-6 no overwatch.
70626
Post by: Dakkamite
OnlyWar wrote:Standard of Obliteration- 100
All units within 15 inches of the standard may triple the total amount of attacks they make during the shooting phase, in addition, devastators may now be taken as troops and 1 unit of thunderfire artillery may be taken without taking up a force organization chart.
I sincerely hope this one is a joke. If that should ever find its way into the IG codex I'm quitting the game.
Khorvahn wrote:Bomb Squig Ballista : 36" STR 5 AP 4 Barrage large blast armor bane artillery. 30 points
Gobbo Gliders: Grot statline, jump infantry, kamikazie, they go boom!!!, Watch out for Dem', hit and run.
I reckon the Bomb Squig should be small blast at most, and probably more expensive. Not sure I even like the Orks having long ranged AT, but since the game is broken to all hell with allies anyway, screw it ~ who needs weaknesses and shortfalls when you can have strengths and GW's latest and most expensive unit!
The Grot Gliders look like fun times though.
Warp Stikkz are powerful Stikkz that have been Power Swords in previous centuries that were used by the space marines unlucky enough to have been swallowed by the warp, but have mutated over time by the mysterious effects of the warp and because of this have became more than just stikkz
Seriously man this one made me crack up
I very much like that Grappling Hook. It could also confer the ability to move over walls and stuff, and/or a bonus when assaulting vehicles I reckon. I think fungus beer should give 6+ FNP on top of fearless, but make the user treat all terrain as difficult for the purposes of movement (not charges of course!). Do you think that would work?
My additions, building off of the Kommando theme;
>Krakk Stikkbomms: Speaks for itself. Where the feth are these GW? Why does every other army get them but us?
>Purple iz da sneekiest: Kommandos may purchase purple tattoos or wargear at +2 points per model. These tattoos make the Kommando ded sneeky, and so confer the stealth special rule. You may represent this upgrade with purple tattoos, purple equipment, or anything else that would make sense.
>Kamoflage: By strapping random branches, rocks, and battlefield debris to themselves, Kommandos are able to attain a semblance of concealment. However, Orks with the advanced intellect required for such a feat are rare, and this is reflected in the points cost. For +4 points per model, Kommandos gain the Shrouded (Area Terrain) and "Sneekin about" speshul rules.
Sneekin About
A unit with this ability cannot be targeted by enermy shooting, charges, and what not, until it has been 'spotted'. The unit will have been 'spotted' if a) it ends its move phase both in LoS to an enermy model, and with at least one model outside of cover, b) it is within the INT value of an enermy unit, in inches, at the end of either players movement phase (open topped vehicles use the INT of the armies basic troop type, other vehicles count as INT 0), or c) if it fires on or assaults an enermy unit. A unit only needs to be spotted once, it doesn't go back into hiding at any point after been spotted.
>Stabbin Nife: Kommandos excel at sneaky assaults, and much to the disgust of other Orks, prefer to use a smaller, quieter blade to take down the target. All Kommandos in a unit can opt to swap their choppas for Stabbin Nifes for 1 point per model, while a Kommando Nob would take it in addition to his other weapons for 3 points instead (no Nob, even a Kommando Nob, would go without his propa choppa). The Stabbin Nife is a close combat weapon with the following stats;
Type: Melee, Strength: As user -1, AP: -, Special: Rending [not against vehicles in this case], Specialist Weapon, Sneek Attakk
Sneek Attakk.
If a unit with one or more models equipped with stabbin nifes charge an opponent from inside of cover, and did not fire in the preceding shooting phase, the opponent must take an opposed INT check with their majority INT value against the highest INT model in the Kommando unit ~ if they fail, the Kommandos strike at INT step 10 with their stabbin nifes, and the unit may not overwatch. The defending unit reduces their INT by 1 (to a minimum of 1) for this check should Night Fighting be in affect, and again if the Kommandos assault from within 6. Assaults made with the Stabbin Nife do not cause the unit to become Spotted as long as the target fails the INT check. Should the Kommandos make contact but not slay the unit outright, it is unable to 'spot' them unless it can escape from combat, but other models may 'spot' the Kommandos in the melee. If the INT check is failed, but the charge also fails, the Kommandos have missed their opportunity and slunk back into cover unnoticed and the alarm is not raised.
66712
Post by: Enceladus
I just wanted to make it a little more 'fair' for mobs of 30 odd Boyz and such like. Granted a unit of 5-10 Space Marines is likely to only hit a couple of times then fail both re-rolls, but it's a different story with higher numbers. I've had blobs of Guard or Orks hit me 10+ times with overwatch, and they'd still get shots through with re-rolls.
I'd be happy saying no Overwatch whatsoever on a 3+ mind you, as long as the community agreed.
70626
Post by: Dakkamite
Lol, if you take away our overwatch, what do we have left?
66712
Post by: Enceladus
482,931 attacks in close combat.
Bearing in mind you didn't get Overwatch attacks in 5th, so a unit that has a 66% chance to remove it on the charge is hardly game breaking.
I'd like to see an army like BT get such a rule/weapon if they ever get revamped. It'd be nice to see the triumphant return of a Space Marine CC army, and with all the nerfs to CC in 6th I think such wargear would be welcome imho.
70626
Post by: Dakkamite
cormadepanda wrote:Warp Bolter.
The Mek made dis gun crazy.
Range 24" Strenght 2d6 ap2, assault 4, gets hot.
On the event of snake eyes rolled the weapon is sucked into the warp, including user. One way trip, have a nice vacation.
On the roll of double fives the unit being shot is not shot, but instead sucked into melee with the unit. Move the enemy models into base contact with the shooting models. Over watch is ignored. As the foe really just doesnt know what happened. Treat neither side as charging.
On the roll of double 6 - the strength goes to 10 ap 1 and ignores cover as the warp opens up inside the foe pulling him inside out to visit all his lost friends and orks.
Make it a new flash git weapon.
cost? idk a 10pt upgrade per flashgit? it has the chance to kill the entire unit.
This weapon would suck, simply because rolling four dice for each flash git, one at a time to see if doubles appear, sucks.
If you fix that and add a bunch of other doubles effects, could be great fun! Automatically Appended Next Post:
I can't think of a single model in our codex that gets c. 500,000 attacks.
It has to be a single model, because the chances of more than one bloody and battered Ork making it to the enermy line are currently hovering around zero.
66712
Post by: Enceladus
We'd be talking about these things only being available to characters, not squads. They'd be very exclusive.
42176
Post by: kitch102
Dark Eldar
Harpoon Gun (perhaps a vehicle upgrade instead of man portable)
The Harpoon Gun holds a miniature sun inside of it's power core, that generates it's own gravity field. The Dark Eldar have been able to harness this power to pin or draw their enemy closer to them. Whilst not intended as a kill weapon, the heat generated under the field of effect is sufficient enough to cause aggravating wounds to all but the hardiest foes.
Range: 30"
S: 2
AP: 5
Type: Assault 1
Special: Gets Hot! - Large Blast - Gravity Well...*
*Gravity Well
Once hit, roll to wound as normal and resolve any afflicted casualties. Regardless of wounds caused, all hit models are moved or pinned (at the shooters discretion) 2D6" in any direction. Units / models hit can not fall back through having failed a Ld check as they are caught in the field of effect.
70626
Post by: Dakkamite
Sorta reminds me of the Ork Looted Wagon. Cept we pay 225 points for that, its less accurate, and it moves in a random direction...
15283
Post by: tgjensen
I sorta wanted to give Ork boyz units the option to take one Big Choppa or Rippa for every 10 boyz. The Big Choppa is like in the codex; the Rippa would be similar, except instead of +2 str it gives the model Rending, but remains two-handed. Both would be free since the intent is to make Slugga boyz a little more appealing compared to Shoota boyz (and add a little diversity to the units), and because you already pay by giving up the +1 Attack from two close combat weapons.
71953
Post by: Tactical_Genius
Peregrine wrote:For IG veterans:
Any model may replace their lasgun with a shotgun for +5 points.
Shotgun:
Str 10 AP 6 assault 2 hellstorm (the huge apoc flamer), Wall of DEATH, They Work Like That
Wall of DEATH: when firing overwatch weapons with a hellstorm template use the wall of death rule, but with D6 hits instead of D3.
They Work Like That: if an opponent (or potential opponent) ever complains that "shotguns don't work like that" one of their units suffers an unfortunate mishap. Randomly select one of your opponent's units and replace it with a piece of crater terrain, and then place Marbo in the center of the crater. If you already have Marbo in your army this counts as an additional Marbo and overrules the normal limitation on unique characters. Sometimes the warp Just Works Like That.
Hahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahahaha
62497
Post by: OnlyWar
ring of trollolloll. chaos upgrade. 10 pts.
at the begining of your turn 3d6. add that many helldrakes to your reserves.
ring of greater trollolloll any IC can take this upgrade for 20 pts.
at the beginning of the game roll a d6. on a 4+ place the following onto the battlefield under your control. you may place them anywhere on the board, including within your opponents deployment zone.
d6 heldrakes
d6 flying daemon princes
d6 flying hive tyrant
d6 grey knight paladin squads
d6 doom scythes
d6 necron pylons
d6 imperator titans
d6 baneblades
d6 riptides
on a roll of 3 or less, the ring curses your opponent. all your opponents models are replaced with unarmed grots
79732
Post by: Dat Guy
xole wrote:Imperial Guard
Scared S***less: Models with this rule gain fearless, but are still vulnerable to pinning and may go to ground.
Big Stick: Str +1 Ap-, concussive, Mine's Bigger
Mine's Bigger: models with sticks automatically have Hatred(models with equal or smaller sticks)
A big stick is a sacred relic of the imperium granted to imperial guard sergeants and officers if they are too old or stupid for traditional power weapons.
Bigger Stick: Str+2, Ap 5, concussive, rending, Mine's Bigger
Bigger sticks are even more sacred relics of the imperium, granted to officers who have shown themselves capable with a big stick. These are some of the finest weapons in the imperium.
Biggest Stick: Str+4, Ap 3, concussive, rending, armorbane, fleshbane, unwieldly, Most Important Stick
Most Important Stick:There is only one Biggest Stick in the entire Emperium, granted to a single skilled combatant of the Imperial Guard, to do the Emperor's will. As such, there may only ever be one Biggest Stick in any army. The bearer of the biggest stick is so honored that it gains the Very Bulky, slow and purposeful, rage, and Furious Charge special rules. If its user dies, leave a marker in its place. It is now an objective.
This is the biggest most important stick in the imperium. The Emperor himself said, "this is a REALLY big stick." It is said that because of these sacred words, this stick is the only thing capable of waking the Emperor, though no one dares to try.
This is the best 40k post I ever seen. This got exalted and I am totally linking it to friends. This was so freaking funny.
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