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Made in gb
Sniping Hexa





SW UK

I was thinking, wouldn't it be nice in apocalypse to have a wider selection of warheads for the deathstrike missile? Here are some ideas:
-Plasma Warhead (default load-out, rules in ig codex)
-Vortex Warhead (rules on BOLS)
-Nuclear Warhead (same rules as plasma but str D instead of 10)
-Minefield Warhead (10" blast, any unit attempting to cross the affected area for the rest of the game takes D6 str5 ap4 hits, vehicles always hit on rear armor.)
-Gas Warhead (10" blast, strX ap- any unit crossing the affected area takes D6 hits which always wound on a 2+. At the beginning of each players turn roll a scatter and 2d6, the blast template will move in this direction. When it moves off the board it is out of play.)
-Cluster Warhead (apocalyptic barrage (6) str 9 ap2)
-Quake Warhead (10" blast str10 ap1 in the turn following the missiles detonation any unit attempting to move within 6d6 of the blast template must act as if moving through difficult terrain -1d6)

I don't know what would be a balanced point cost for each Warhead so any help would be appreciated. Id also like to hear any suggestions you have for a warhead.


Inquisitor_Syphonious wrote:All I can say is... thank you vodo40k...

Zweischneid wrote:No way man. A Space Marine in itself is scary. But a Marine WITHOUT helmet wears at least 3-times as much plot-armour as a Marine with helmet. And heaven forbid if the Marine would also happen to have an intimidating looking, vertical scar. Then you're surly boned. Those guys are the worst. Not a chance I'd say.

 
   
Made in us
Infiltrating Hawwa'





Australia

vodo40k wrote:I was thinking, wouldn't it be nice in apocalypse to have a wider selection of warheads for the deathstrike missile? Here are some ideas:
-Plasma Warhead (default load-out, rules in ig codex)
-Vortex Warhead (rules on BOLS)
-Nuclear Warhead (same rules as plasma but str D instead of 10)
-Minefield Warhead (10" blast, any unit attempting to cross the affected area for the rest of the game takes D6 str5 ap4 hits, vehicles always hit on rear armor.)
-Gas Warhead (10" blast, strX ap- any unit crossing the affected area takes D6 hits which always wound on a 2+. At the beginning of each players turn roll a scatter and 2d6, the blast template will move in this direction. When it moves off the board it is out of play.)
-Cluster Warhead (apocalyptic barrage (6) str 9 ap2)
-Quake Warhead (10" blast str10 ap1 in the turn following the missiles detonation any unit attempting to move within 6d6 of the blast template must act as if moving through difficult terrain -1d6)

I don't know what would be a balanced point cost for each Warhead so any help would be appreciated. Id also like to hear any suggestions you have for a warhead.



Interesting idea, the dilemma is that the Deathstrike seldom sees use!
For the creations on that list that are yours, some point values would greatly help move the topic along!

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