Author |
Message |
|
|
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
|
2020/12/18 18:56:55
Subject: How do we make the Deathstrike not suck?
|
|
Deathwing Terminator with Assault Cannon
|
Tyran wrote:The Deathstrike should be unreliable, by design it is a one trick pony. The only issue is that it is lacking in firepower.
I would rework the missile abilities:
Blast. This weapon can target units that are not visible to the bearer. This weapon ignores the Look Out, Sir rule. This weapon can be fired even if there is an enemy unit within Engagement Range of the bearer. This weapon can only be fired once per battle. When the this weapon is fired, instead of selecting an enemy unit as a target, select one point one the battlefield that is more than 12" away of the bearer. This weapon must target, and resolve attacks against, every unit (friend and foe) that is within 6" of that point, even if they are within Engagement Range of any units of the opposing army. When resolving an attack made with this weapon that targets a Character with a Wounds characteristic of 9 or less, subtract 1 from the hit roll.
I think the 'ignore Look Out, Sir rule' clause is redundant when you make the weapon as target point ability.
|
|
|
|
2020/12/18 19:03:53
Subject: How do we make the Deathstrike not suck?
|
|
Towering Hierophant Bio-Titan
Mexico
|
It is there more for the sake of clarity, because I know someone would ask how it interacts with the Look Out, Sir if it didn't had that clause.
|
This message was edited 1 time. Last update was at 2020/12/18 19:04:54
|
|
|
|
2021/01/13 23:14:32
Subject: Re:How do we make the Deathstrike not suck?
|
|
Rookie Pilot
Brisbane
|
Hmm...
We have the currently existing parameters:
3D6 shots
200" range
Can fire indirect
One shot
Firing rule
No current CHARACTERISTIC restrictions.
The only thing going for it, is if you fire at a group of 11 models stuck between a cluster of large important units, and hoping the splash hurts them.
Vortex Missile Stratagem, at 3CP can boost the damage, but is very expensive.
So, we have quite a bit of flexibility to add characteristics for targetting.]
If primary target is a VEHICLE or MONSTER, 1 die counts as a maximum roll (6)
If primary target is TITANIC or has at least 20 wounds, 2 dice count as having rolled their maximum amount (12)
Granted the biggest limiter is the completely average base hit roll of 4+...
|
I will not rest until the Tabletop Imperial Guard has been reduced to complete mediocrity. This is completely reflected in the lore. |
|
|
|
2021/01/14 00:50:07
Subject: How do we make the Deathstrike not suck?
|
|
Longtime Dakkanaut
|
Just make it a vortex missle.
Make it a single hit Titan killer followed by mortal wound blast next turn
3d6 str10 ap-4 d2
Place the missile on the table where it hit
Another 2d6 mortal wounds next turn on any units within 6in
Must be on table 1 turn before firing
If you don’t want to make it so much damage then make the secondary blast a detrimental effect instead like movement reduction.
This way your 1 shot weapon works for 2 turns
|
|
|
|
2021/01/18 06:33:20
Subject: How do we make the Deathstrike not suck?
|
|
Fixture of Dakka
|
gungo wrote:Just make it a vortex missle.
Make it a single hit Titan killer followed by mortal wound blast next turn
3d6 str10 ap-4 d2
Place the missile on the table where it hit
Another 2d6 mortal wounds next turn on any units within 6in
Must be on table 1 turn before firing
If you don’t want to make it so much damage then make the secondary blast a detrimental effect instead like movement reduction.
This way your 1 shot weapon works for 2 turns
I kind of like that. It still feels very odd to me to shoot a long-range missile such a short distance, but gungo's suggestion would capture the intended "oomph" pretty well.
|
ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
|
|
|
|
|