MekanobSamael wrote:IMHO they should not affect vehicles, just based on the principle that all but the most complex and ancient weapons are either anti-infantry or anti-vehicular but not both.
Instead of making them a "bolt-on" option like melta bombs or locator beacons, I would add them to the "may replace chainsword or bolt pistol with:" list. This way, they let you cheaply carry out one heck of an assault, but to do so you have to sacrifice another weapon with a more long-term use, such as a pistol that would give you extra attacks, or a storm shield to boost your invulnerable save. Anyways, this is one idea.
Thanks Samael! Really helpful insight.
Considering the devastating effect stun grenades could have on the infantry squads, yeah, the effect-on-vehicles is off! Just say that it's too stunning an idea for soldiers in
40k to climb the top of a mighty fire-breathing tank.
Yeah the "may replace chainsword or bolt pistol with:" list opens a whole new world actually... Make it all the more debatable whether to take the common choices or take a once-per-game chance to kill a Death Star unit... Um. Advice taken!
Captain Solon wrote:I inspired your smoke grenades. don't lie. I've already given rules for them.
Sorry dude, it seems our ideas are in the same time window, but as the_ferrett pointed out, mine is several minutes earlier than yours.

But don't worry, we don't have to argue about copyright; just that "great minds think alike"
I understand your version of "obscured 5+" smoke grenades. Legacy of vehicular smoke launchers. Yet not sure about that "impossible to deter" though... A bit overpowered I guess, remind me about why Tau has that marklight+seeker missile combination.
Captain Solon wrote:so... a marine with a stun grenade suddenly hits another marine on a 3+? serious?
And why is leadership effected...
stun grenades are easy:
when assaulting, stung grenades provide a chance for the squad to get in and strike, before being hit.
this weapon reduces the opponents initiative to that equal to the initiative of the highest unmodified amount for initiative.
Among the confusion and chaos raised by the blinding flash and stunning shockwaves, the blurring-visioned disoriented marine is nothing more than a mighty bulk of armor. Even a sword master can't hit a thing with his temporarily disabled senses. So yeah, I am serious about reducing the
WS to half.
And about
Ld. Wouldn't one in such a disadvantageous situation and bad shape be smart enough to relocate, or more plainly, flee?
Your version of stun grenades is viable (as compared to the common frag grenades and so on), but unfortunately don't suit my original aim: To create a equivalence for melta bomb, aiming to counter a Death-Star unit with a unit that previous has no hope to survive.
the_ferrett:
Thanks!
Lanrak:
I don't think to recategorize grenades into "assault, blast" is a viable idea in certain cases.
e.g. According to your stats, using Krak grenades against infantry would definitely achieve more wounds than using Frag, right? but is it a relevent scenario, consider that Krak grenades are anti-vehicular weapons.
Automatically Appended Next Post: Stun grenades rule updated.