Switch Theme:

Proposed change to Heavy Weapons  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in gb
Death-Dealing Devastator




Just some ideas on a few weapons types - what do people think?

Anti Infantry - eg Heavy Bolters & scatter lasers.
1) The strength and ROF of a weapon is restricted to a total value of 9
Autocannons Str 7 Heavy 2 would be fine but assault cannsons would be reduced to Str5 to keep Heavy 4 and Heavy Bolters would become Str6. As Heavy bolter rounds are larger then Assault cannon rounds, but smaller then Autocannons this trio seem to fit better like this. The same principle would apply to all factions, so Tau Missiles Pods and smart missiles would still fit. High Yield Pods could change from Heavy 4 twin linked to 2 twinlinked missile pods (same fire power and doesn't break the rule)

2) All AI weapons loose there special rules and instead gain 2 fire modes. Supression (fire as current) or Dominion. Mode must be chosen before rolling dice.
If you pick dominion you can only target the closes model in your target unit - everything hits them. For each hit after the first add 1 to the strength and AP of the shot. eg for an assault cannon 1 hit = Str 5 AP4 but 3 hits would be Str 7 AP 2.


Melta weapons - if within half range they cause 2 wounds or roll 2D6 armour pen.

Plasma weapons - as per past versions, add an over change version with get hot and a "safe" version eg safe star cannon St6 AP2 Heavy 2 over charged becomes Heavy 3 (just an example)

Bean weapons (eg lascannon, Bright Lance) - add a MC/GMC version of a damage table. Roll on the table if your target wound roll was a 2+
have results like reduced speed, loose weapons, take D3extra wounds. Beam weapons then always roll on the table for successful wound rolls.

Grav and Eldar D weapons (non titan killers versions)

Pistol version stay the same
gravguns & Wraithcannons become rapid fire
Grav Cannons & D cannons become salvo 2/3

Keep AP2 and would on Armour

The change - on MC/GMC Tanks and walkers each of your successful initial hits rolls another to hit dice
Also when hitting vehicles Grav = St1, each additonal successful hit from the unit adds 1 to it's strength
Gravs can not damage fliers but if they achieve a glancing hit or better the target is forced from combat air space (into going reserve) and can not return until after the controlling players next turn


   
Made in gb
Lethal Lhamean




Birmingham

No, on everything.
   
Made in se
Ferocious Black Templar Castellan






Sweden

Salvo 3 D-cannons? Are you completely out of your mind?

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in au
Crushing Black Templar Crusader Pilot






ScarVet101 wrote:
Melta weapons - if within half range they cause 2 wounds or roll 2D6 armour pen.


I kinda like this, but I feel like this is something that should only be applied to Melta Weapons with a maximum range below 18" (inclusive). But this would definitely have to come with a points increase.

ScarVet101 wrote:
Plasma weapons - as per past versions, add an over change version with get hot and a "safe" version eg safe star cannon St6 AP2 Heavy 2 over charged becomes Heavy 3 (just an example)


The gist I get from past discussions on this tend to lean towards the idea of a "Safe Mode" being not in keeping with the concept of a Plasma Weapon. A slightly better idea would be to have the "Safe" mode be the standard plasma weapon's profile, and then trade increase strength, increase AP, or a cool Special Rule (or a combo of all three) for a different "Gets Hot" rule that triggers on all failed To Hit rolls (instead of just ones) and also hits the user with a higher Strength and better AP Value than the standard "Gets Hot" Rule.


And the rest, I'd honestly scrap.

This message was edited 1 time. Last update was at 2016/03/26 12:11:59


 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 Imateria wrote:
No, on everything.

^This. Don't make shooting more OP than it already is.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in gb
Death-Dealing Devastator




 AlmightyWalrus wrote:
Salvo 3 D-cannons? Are you completely out of your mind?


Sorry, should have made it clearer, Eldar D-Cannon etc would become grav weapons not still be Str D weapons.

While they use the warp they are similar in effect to gravity weapons.


Automatically Appended Next Post:
 mrhappyface wrote:
 Imateria wrote:
No, on everything.

^This. Don't make shooting more OP than it already is.



Well no more rending on things like Assault cannons or Blade Storm for Eldar.

The increase on Meltas only really effect MC & GMC which this forum seems to be full of people claiming at even more OP, pretty much everything else already gets ID from meltas

Lascannons etc, again only impact MC & GMC with somethin to bring them back inline with Vehicals

Plasma - I can take or leave so fair points

Grav - less shorts at standard targets while keeps effect on MC/GMC

Please explain how this makes these weapons more OP? (Honestly just trying to for discussion here)

This message was edited 1 time. Last update was at 2016/03/29 16:14:43


 
   
 
Forum Index » 40K Proposed Rules
Go to: