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Made in us
Regular Dakkanaut




Well i was think why does the grenade launcher only have to have 2 rounds when in real life they can choose up to atleast 8 rounds. Maybe only having some special rounds for stormtroopers like a flashbang round and tear gas, but then why not have the ogyrns get a special buck shot round for there rippers, that could use the flamer template to show the scattering of the shot.

so

Grenade Launcher

High explosive dual purpose round R24" Str 5 AP 3 Assault 1

High Explosive round R24" Str 3 AP 4 Assault 1 blast

Illumination round R30" Str x AP- Assault 1
Special rules: The Highly purposeful Illumination round is used by any troop elite or standard. When using night fight rules just hit with the round and the target is no longer under night fight rule for the a full game turn. The round will also cause the unit shot at to be at -1 BS for their next game turn, because this extremely bright round is making it hard to see their targets.

Crowd Control/ Riot round R12" Str 1 AP- Assault 1
Special Rule; Causes the unit if wounded to be at minus 1 movement. Note this only works if the round wounded even if the unit saves the rule is still in effect.

CS/ Tear Gas R 18" str- ap- Assault 1 blast
Special rule: If the round touches a unit then the unit must immediately take a morale check at -1 LD. If the unit is fearless then the fearless unit may not move forward threw the marker towards the unit that shot the CS round, it must go backwards left or right of were the blast is.

Targeting round R24" STR - AP- Assault 1 Special: If fired and hit the unit that shot this round gets to add 1BS to their BS for the shooting phase. This round may only be used once and cost a extra 5 points per round.

Ground Marker/smoke grenade R30" str- ap- assault 1 Special: allows guard squads in the same platoon to be able to re roll either the scatter dice or the 2d6, when rolling to scatter when they deep strike.

Buckshot Round: R18" Str4 AP3 Assault Template Special: The buckshot round is a massive shotgun round only to be used in the biggest and strongest hands. When firing the buckshot round check for range by measuring the 14" then placing the template within the range but the small end must be facing the firer.


Note most of these round would cost extra and only be available with certain doctrines or with the commander that you choose (like drop troops and the ground marker round as one choice)

   
Made in gb
Morphing Obliterator





grenades arent light objects. neither is a grenade launcher. a humble guardsman would be nowhere near strong enough to carry all of that. the vast majority of the time you just want to kill the enemy anyway.

your dual perpose round is too powerful. it should remain S6 AP4.

grenades dont contain enough explosive to destroy a target through pressure (like a tank shell), they cause damage by spewing hot shapnel everywhere. unfortunately shrapnel doesnt pierce armour very well. it should ramain AP6.

you should still presumably have to test for nightfighting to fire your illumination round. there should be far more downside to this shot. being able to open up onto with your whole army onto a unit in DoW with no drawback is too powerful.

what about things that dont care about teargas, such as space marines, necrons, tyranids, wraithguard and demons. they dont care if your gas hurts their eyes (they may not even have eyes). they will be able to just walk though it. why is the morale check at -1LD?

why not have a smoke grenade that obscured sight? that would be much better than one that lets you re-roll a scatter (which isnt that hot)

a unit full of S4 AP3 template weapons? are you mad? that is far too good. only flamers of tzeench get anything near that good, and they cost an arm and a leg. why dont you just up the power of a regular shot gun to S5 AP4? thats much easier to balance.

i dont like these. i think they are ill thought out and overpowered.

the exception is the targeting round, which i think is a good idea.

taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live?
 
   
Made in us
Pyromaniac Hellhound Pilot






Man, that's way too much to read for a grenade launcher... I do agree, however, that the current weapon is, well, probably the worst of the four special weapons options.

The Krak round should be S6 AP3, in my opinion, AP4 just isn't really useful. Make it AP3 and people might look at it as an alternative to the Plasma Gun if they don't want to go overboard with S7 AP2.

Frag round isn't that bad, really... just not that useful compared to the other options, I am getting a feeling that perhaps GW might make GL a required/only option or free option for troop infantry squads. But perhaps making it S4 AP5 or AP6? Make it worth taking.

The other rounds seem overly complex, superfluous and, really, make the GL a very strange weapon. Fewere special rules and explanations for such simple things as shooting. I'm not saying NO special rules, but perhaps having all of this is just ridiculous.

Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." 
   
Made in ca
Huge Hierodule






Outflanking

Well, 'Nids in synnapse range would auto-pass the tear gas anyways.

Q: What do you call a Dinosaur Handpuppet?

A: A Maniraptor 
   
Made in us
Lustful Cultist of Slaanesh





shank911 wrote:Well i was think why does the grenade launcher only have to have 2 rounds when in real life they can choose up to atleast 8 rounds.


Probly the same reason why the Eldar's Wraithcannon only has a range of 12", while in real life my own flux destabilizer regularly generates metastable dimensional fatigue out to half a kilometer or more.
   
Made in us
Veteran Inquisitor with Xenos Alliances






The M203 and M79 grenade launchers used by the US army only have 3 combat grenades. This makes out alot of non-combat or non-lethal rounds into battlefield weapons. I think its interesting rules, but I think with the current scale of the game things might get bogged down with as many options. These are the sort of things you'd have for skirmish sized 40k Kill team games.

Also buckshot even out of a grenade launcher is not that powerful. AP5 at best. I think it'd be best to not go beyond this for it:
S4 AP5 Assault3

If you want AP3 have it be a plasma grenade or something.
   
Made in us
Rough Rider with Boomstick





The only thing I would do to grenade launchers is:

a) lower their cost to 6pts

b) give them a third option of fire:

G24" S3 ap6 Heavy1 Blast

Basically a mini mortar, would be cool

This message was edited 1 time. Last update was at 2008/12/08 18:49:04


The Happy Guardsman
Red Templars
Radical Inquisitor
 
   
Made in au
Imperial Recruit in Training




I reckon it's not hard to carry at all, we carry up to 20 rounds when we are on operations............
   
Made in us
Sister Vastly Superior




Gig Harbor, WA

Soundwarp wrote:I reckon it's not hard to carry at all, we carry up to 20 rounds when we are on operations............


That's with an M203, right? It's just a chamber and a barrel, made of aluminum, and fires 40mm grenades. Not what I'd call lightweight, but I doubt it comes anywhere near the IG launcher, which appears to be a steel framed MGL in the 60-80mm range.


It's OK how it is, but with a points drop to 5 or 6, and maybe a repaired scatter rule.

2000 pts SoB.
2000 pts Crimson Fists (WIP)

doomed-to-fight-until-killed-in-battle xenophobic psycho-indoctrinated super soldier warrior monks of an oppressive theocracy stuck in the past and declining while stifling under its own bureacracy and inability to react.
Vaktathi, defining Space Marines



 
   
 
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