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Made in us
Drop Trooper with Demo Charge




Cleveland

I don't have enough experience with the game yet to make fully informed decisions, and I want to get right to putting my models together and using them.

I basically just want to know what combinations of weapons on a model or in a unit are just overall bad choices when chosen together.

For example, the Journeyman Bot Handler can take:
1. Maglock Dominator Pistol, or
2. 2x Maglock Dominator Pistol, or
3. Auxilliary Grenade Launcher, or
4. Maglock Dominator Pistol and Auxilliary Grenade Launcher

My gut reaction is to give him the 2x Maglock Dominator Pistols (because that'd be a sweet looking model). But my "common sense" inkling is to equip him with both the Maglock Dominator Pistol and the Auxilliary Grenade Launcher.

Also, I'm confused on the Pistol rules when wielding dual pistols. A Pistol grants Short Ranged, which doubles the number of shots of a weapon, but it misses at Long Range (past the max range of the weapon). When using Linked weapons (such as two of the same pistol), you choose 1 weapon profile, and then add 1 to the SHO characteristic.

So, if using 2 Maglock Dominator Pistols (SHO 2) would I get SHO 5 (double the SHO because of Short Ranged, and then add 1 SHO from Linked) or SHO 6 (add 1 SHO from Linked, and then double SHO)?

Thanks for any input!
   
Made in nl
Sure Shot Scarecrow Sniper






On p43, under 'modifying characteristics', the rules say to apply multiplication before addition. I think that solves your linked pistol rules question. As to the best weapon choices, I dunno . Depends on the role you want to give him on the field. The various options seem to come down to long range, short range, versatile, or cheap. You may also want to consider which micro drones you want to use.

   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


Sgt. Oddball has it right. You always apply the multiplication modifier before the addition modifier, so its 5 shots if firing the linked pistols at short range.

The dual pistols will give the model the absolute maximum amount of firepower...you might even want to consider taking the 'targeting' micro drone to make him (and his unit) into the best possible shooters they can be in this case.

Since the Aux Grenade Launcher and the pistol can't be fired at the same time, they instead give the model the flexibility to fire the right weapon in the right circumstance. Also keep in mind that you'll want to fire the Aerial Drone strike during the game (as it is quite powerful), which will be eating up one round of his shooting as well.


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Made in ca
Fresh-Faced New User




Also should clarify that short range is only <6" so from 6" - 24" dual pistols will only fire 3 shots and automatically miss when more than 24".
   
Made in gb
Longtime Dakkanaut





Norfolk

Weapon choice for my Journeyman was something I really agonised over. In the end versatility won me over. So it's pistol and aux grenadle launcher for me. No idea which micro drone I'll run yet. Might not be a bad idea to try all of them.

Other units I found a bit easier. For the pair of Hunters, one has the chain gun and flakk cannon, again versatility being appealing. The other is two Suppressor Dual MGs simply for the sheer amount of potential hits. 6 shots with a burst of 5+ is a lot of firepower to throw at something.

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Made in gb
Hulking Hunter-class Warmech




North West UK

I managed to magnetise the main weapon options for the Hunter, so I've got some flexibility.

I wasn't able to work out a way to magnetise the fist though, so I'm having one with a fist and the other with two weapons.


I converted a Scarecrow by putting one of the Hunter's missile pods in place of the maglock rail rifle and it looks ace, I'll have to put some pictures up at some point. I might add a missile pod to a Spider or Firefly drone as well.

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