TheRedArmy wrote:Here's a quick idea.
Melta: Guns with the "Melta" special rule decide their strength based on the distance to the target. The closer to the target the gun is, the stronger it it. At a range of 1-3", the gun has strength 10. For each inch of range you are further out by, reduce the strength by one. If you are within 6" of your target, you may roll 2D6 for armor penetration (for units with an armor value).
To make it a table, it looks like this:
Range-Strength-Armor Penetration
12" - 1 - 1D6
11" - 2 - 1D6
10" - 3 - 1D6
9" - 4 - 1D6
8" - 5 - 1D6
7" - 6 - 1D6
6" - 7 - 2D6
5" - 8 - 2D6
4" - 9 - 2D6
1-3" - 10 - 2D6
I wonder if another idea in this forum will beat this one out for worst idea of 2011... it's overcomplicated, it's unnecessary, and incredibly badly thought out. I mean seriously? -1d6 damage when you're only having strength 1 to begin with?
So what, a meltagun at 12" range has a 2/3rds chance of healing a vehicle it fires at?
Meltaguns are not unbalanced as they are right now.