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Made in us
Swift Swooping Hawk





Omaha, NE

Hey Guys,
How about this one....
Give variable levels of Initiative penalty to weapons with unwieldy.
Unwieldy-1
Unwieldy-2
Unwieldy-3
Try this on for size....
Powerfist str X2 ap 2 unwieldy-3
ChainAxe str+1 ap 3 unwieldy-2
the list goes on, basicly the idea is that higher levels of leaders can chop just a little bit faster than the regular schlub.
try a game using that basic idea...our group likes it!
Andyman

-3500+
-1850+
-2500+
-3500+
--3500+ 
   
Made in ca
Twisted Trueborn with Blaster




Fredericton, NB

I like the idea, but some things would need to be recosted.
As well, I think that Power Fists/Thunder hammers should always strike at I1 on non Walker/MCs.

Know thy self. Everything follows this.
 
   
Made in us
Swift Swooping Hawk





Omaha, NE

We made thunder hammers strike last, and a captain armed w power fist strikes at I2....Thunder hammers have enough special rules to go with them to justify the strikes last.

-3500+
-1850+
-2500+
-3500+
--3500+ 
   
Made in au
Hoary Long Fang with Lascannon




Armageddon, Pry System, Armageddon Sector, Armageddon Sub-sector, Segmentum Solar.

FarseerAndyMan wrote:
Hey Guys,
How about this one....
Give variable levels of Initiative penalty to weapons with unwieldy.
Unwieldy-1
Unwieldy-2
Unwieldy-3
Try this on for size....
Powerfist str X2 ap 2 unwieldy-3
ChainAxe str+1 ap 3 unwieldy-2
the list goes on, basicly the idea is that higher levels of leaders can chop just a little bit faster than the regular schlub.
try a game using that basic idea...our group likes it!
Andyman


The easier option is going with a different a rule that halves the I rather than a set value and just give it to Axes. Though it might be fun trading attacks for Init. with unwieldy weapons...


Automatically Appended Next Post:
 Lightcavalier wrote:

As well, I think that Power Fists/Thunder hammers should always strike at I1 on non Walker/MCs.


Why? they are usually just as strong or stronger than Walkers. They can exert more strength than walkers doubling their strength and get a reroll to penetration. As much as I love walkers and hate MCs I can't agree to that.

This message was edited 1 time. Last update was at 2012/10/23 21:38:32


 
   
Made in be
Khorne Chosen Marine Riding a Juggernaut





Belgium

Personnaly i always foudnt hat the way PF works nowadaus was an uneccesary nerf.

I mean back in 3rd Ed with a PF, you had +1A for 2 weapons, and a PF costed 15pts.

If it was so terrible then the smart thing would have been to make like now PF specialist weapons and keep it at 15pts.

OR

Change the Point cost to 25pts but keep the extra A...

Here its a double nutkick.

Also why makes Chainaxes -2 Init?

I allready have a hard time wrapping my head around why Axes are unwieldy...,specialy in the hands of a Marines...

If at most it was a -1 Init, okay then..., you strike after Marines, but before PF, wich are waaaay bigger and slower then Axes...

   
Made in ca
Trustworthy Shas'vre




I like the idea of scaled Unwieldy. Especially ofr armies like Space Wolves who have the Frost Axe (Power Axe with an extra +1 to Strength, +2 total) and the Power Fist (Double Strength) sharing the same price tag.

So I figure we make Unwieldy (-2) and Unwieldy (-4) with the listed number being the Initiative penalty. Say that Initiative may not be reduced below 1 and sort. Power Axe variants get Unwieldy (-2) Power Fist variants get Unwieldy (-4).

Tau and Space Wolves since 5th Edition. 
   
 
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