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Made in us
Longtime Dakkanaut




Ute nation

Here are my guesses for IoM weapons

Storm bolters rapid fire 2, str 4, ap 0.
Heavy Bolter Heavy 3, str 5, AP -1 **Confirmed**
Assault Cannon, Heavy 4, str 6, AP -1
Auto Cannon, Heavy 2, Str 7, AP -2, Damage D3 Wounds

Plasma Pistol, Pistol 1, str 7, ap -2
Plasma Rifle, rapid fire 1, str 7, AP -2
Plasma Cannon, heavy D3, Str 7, AP -2

Missle Launcher Krak, heavy 1, str 8, AP -2, Damage D3 wounds **AP guess was correct based on battle cannon**
Missle Launcher Frag, Heavy D3, str 4, AP 0
Grenade launcher Krak, heavy 1, str 6, AP -1, damage D3 Wounds **messed up forgot it was str 6**
Grenade launcher Frag, heavy D3, str 3, ap 0

Melta Gun, assault 1, str 8, AP -4, Damage D6, roll 2d6 pick highest within half range. **Updated**
Multi-Melta, heavy 1, Str 8, AP -4, damage D6, roll 2d6 pick highest within half range. **Updated**

Close Combat Weapon, melee, Str user, AP 0 **Confirmed**
Chain Sword, melee, Str User, AP 0 **Updated, went a different way with this, now gives +1 attack**
Power Sword, melee, Str User, AP -3 **Updated**
Power maul, melee, Str User +2, AP -1 **Updated**
Power Fist, melee, Str User x 2, AP -3, Damage D3 Wounds **Confirmed**
Chain Fist, Melee, Str User x 2, AP -3, damage D3 wounds, treats toughness higher than 8 as 8
Executioner, melee two handed, Str user x 2, AP -3, damage d6 wounds

This message was edited 3 times. Last update was at 2017/05/19 16:02:12


Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

A couple things that stand out to me:
Storm Bolters are currently Assault. I don't think that will change
Why does an Autocannon have better AP than an Assault cannon? If anything those should be swapped, although both being AP -1 would be fine. I like the Autocannon doing D3 wounds damage though.

I'd like to add my prediction for some Eldar weapons:
Shuriken catapult: Assault 3, str 3, AP -1
Shuriken cannon: Assault 4, str 5, AP -1
Scatter laser: Heavy 4, str 6, AP 0
Star cannon: Heavy 2, str 6, AP -3
Bright Lance: Heavy 1, str 8, AP -4, damage D6 wounds

-

   
Made in fi
Locked in the Tower of Amareo





 Grimgold wrote:

Storm bolters rapid fire 2, str 4, ap 0.
Heavy Bolter Heavy 3, str 5, AP -1
Assault Cannon, Heavy 4, str 6, AP -1
Auto Cannon, Heavy 2, Str 7, AP -2, Damage D3 Wounds


Autocannon won't be having -2 AP. They suddenly become as good as plasma weapons penetrating armour?

Combined with this:

Missle Launcher Krak, heavy 1, str 8, AP -2, Damage D3 wounds
Missle Launcher Frag, Heavy 1, str 4, AP 0, D3 Hits


Why would anybody take missile launcher? 2 shots>S8(up to T13 you wound same but have 2 shots. T8 or less autocannon beats. T14 and T15 autocannon wounds on 6 vs 5+ but 2 shots compensates and T16+ onward both wound on 6).

Similarly why would somebody want to fire frag? d3 hits vs 2 shots wth +3S and -2 AP plus D3 damage? Potential 3 hits is compensated by potential 1 hit.

Okay price could make it still balanced but would feel odd for missile launcher be dirt cheap poor man's choice over autocannon.

AP-1 max for autocannon.

Grenade launcher Krak, heavy 1, str 7, AP -1, damage D3 Wounds
Grenade launcher Frag, heavy 1, str 3, ap 0, d3 hits


Don't think GL krak will get such a boost. S6 AP -1 likely. Damage will likely be 1 or d3.


2024 painted/bought: 109/109 
   
Made in us
Regular Dakkanaut



Shoreline

Oooohh speculation time!

Let me try Tau's weaponry:
Pulse Rifle: S5, AP-, Rapid Fire 1
SMS: S5, AP-, Ignores LOS and AS mod from cover
Plasma Rifle: S6, AP-3, Rapid Fire 1
Missile Pod: S7, AP-1, Assault 2 (Maybe 2 damage)
Fusion Blaster: S8, AP-4, D6 damage (D3+3 while half range)
HBC: S6, AP-1, Heavy 8
HBC (NOVA): S6, AP-2, Heavy 12
Ion Acc: S7, AP-3, Heavy 3, D3 damage
Ion Acc (Over Charged): S8, AP-3, Heavy D6, Gets Hot, D3 damage
Ion Acc (NOVA): S9, AP-3, Heavy D6, Gets Hot, 3 damage
Rail Rifle: S6, AP-4, Rapid Fire 1, D3 damage
HRR: S8, AP-4, Heavy 1, D6 damage (D3+3 against vehicles/MC)
Railgun: S10, AP-4, Heavy 1, D6 mortal wounds (D3+3 against vehicles/MC)
   
Made in us
Missionary On A Mission



Eastern VA

Here's my best guesses:

Bolt/bullet weapons
Storm bolter: R24 S4 AP- D1, Assault 3
Heavy bolter: R36 S5 AP -1 D1, Heavy 4
Assault cannon: R24 S6 AP -1 D1, Heavy 4, 6 to wound is AP -3
Autocannon: R48 S7 AP -1 D2, Heavy 2
Battle cannon: R72 S8 AP -2 D3, Heavy d3+1
Rapid-fire battle cannon: R72 S8 AP -2 D3, Heavy d3+1, fires twice, may designate a different unit for each shot

Plasma weapons
Plasma pistol: R12 S6 AP -2 D2, Pistol 1
Plasma gun: R24 S6 AP -2 D2, Rapid-fire 1
Plasma cannon: R36 S6 AP -2 D2, Heavy d3+1

Melta weapons
Inferno pistol: R8 S10 AP -4 Dd3, Pistol 1, Damage 4 versus vehicles in half range
Meltagun: R12 S10 AP -4 Dd3, Assault 1, Damage 4 versus vehicles in half range
Multi-Melta: R24 S10 AP -4 Dd3, Heavy 1, Damage 5 versus vehicles in half range
Thermal cannon: R36 S12 AP -4 Dd3, Heavy d3+1, Damage 5 versus vehicles in half range
Melta bomb: Melee, S10 AP -4, D2, Damage 5 versus vehicles

Flame weapons
Hand flamer: R8 S3 AP- D1, Pistol d6, always hits
Flamer: R8 S4 AP- D1, Assault d6, always hits
Heavy flamer: R10 S5 AP -1 D1, Assault d6, always hits

Grav weapons
Grav pistol: R8 Sx AP M D1, Pistol 1, wounds on 5+, wounds are mortal
Grav-gun: R18 Sx AP M D1, Assault 1, wounds on 4+, wounds are mortal
Grav-cannon without grav-amp: R24 Sx AP M, Heavy 2, wounds on 4+, wounds are mortal
Grav-cannon with grav-amp: R24 Sx AP M, Heavy 2, wounds on 3+, wounds are mortal

Missile weapons
Krak missile: R48 S8 AP -2 D3, Heavy 1
Frag missile: R48, S8 AP- D1, Heavy d3+1
Flakk missile: R48 S7 AP -1 D2, Heavy 1, ignores penalties to hit flying units
Exorcist missile launcher: R48 S8 AP -3 D3, Heavy d6
Whirlwind missile launcher: R48 S5 AP -1 D1, Heavy d6+2
Hunter missile launcher: R60 S7 AP -3 Dd6, Heavy 1, ignores penalties to hit flying units
Skyhammer missile launcher: R60 S7 AP -1 D2, Heavy 3
Hunter-killer missile: R72 S10 AP -2 D3, Heavy 1

(Dark) Eldar weapons - WILD speculation.
Shuriken catapult: R12 S3 AP - D1, Assault 3, 6 to wound is AP -2
Shuriken cannon: R24 S6 AP - D1, Assault 3, 6 to wound is AP -2
Scatter laser: R36 S5 AP - D1, Heavy 4
Starcannon: R36 S7 AP -2 D2, Heavy 2
Brightlance: R48 S8 AP -3 Dd6, Heavy 1, always wounds vehicles on 4+ unless it would normally be better
EML (Starshot): R48 S8 AP -2 D3, Heavy 1
EML (Plasma): R48 S4 AP -1 D1, Heavy d3+1
EML (Starhawk): R48 S7 AP -1 D2, Heavy 1, ignores penalties to hit flyers
Fusion gun (see Meltagun)
Pulse laser: R48 S8 AP -3 Dd3+1, Heavy 2
Prism Cannon (lance): R60 S10 AP -4 D5, Heavy 1, always wounds vehicles on 4+ unless it would normally be better
Prism Cannon (focused): R60 S7 AP -3 D2, Heavy d3+1
Prism Cannon (dispersed): R60 S5 AP -2 D1, Heavy d6+2

Splinter pistol: R12 S3 AP - D1, Pistol 1, always wounds non-vehicles on 4+ unless it would normally be better
Splinter rifle: R18 S3 AP - D1, Assault 2, always wounds non-vehicles on 4+ unless it would normally be better
Shardcarbine: R18 S3 AP - D1, Assault 3, always wounds non-vehicles on 4+ unless it would normally be better
Splinter cannon: R36 S3 AP - D1, Heavy 6, always wounds non-vehicles on 4+ unless it would normally be better
Disintegrator cannon: R36 S5 AP -2 D2, Heavy 3
Dark lance: R36 S8 AP -3 D4, Heavy 1, always wounds vehicles on 4+ unless it would normally be better
Blaster: R18 S8 AP -2 D3, Assault 1, always wounds vehicles on 4+ unless it would normally be better
Heat lance: R18 S6 AP -4 Dd3, Assault 1, always wounds vehicles on 4+ unless it would normally be better, damage d3+2 in half range

This message was edited 1 time. Last update was at 2017/05/09 20:29:42


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Made in fi
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TAu weapons: Plasma rifle is bit of this and that is it -AP3 or not.

Missile pod don't see it having 2 damage.

Interesting take on melta weapons. Possible but somehow I feel GW won't go that route with them.

Disagree heavily with railgun. No mortal wounds! Especially on what's still tau's version of lascannon. Beefier lascannon should be enough. That much T and save ignoring wounds on still relatively common weapon...Ugh.

edit: And on similar reason grav weapons above made me shudder. Brrr.

This message was edited 1 time. Last update was at 2017/05/09 19:45:02


2024 painted/bought: 109/109 
   
Made in us
Dakka Veteran




I am betting:

Meltagun: R12 S8 AP -3 1D3, Assault 1, mortal wounds at half range
Multi-Melta: R24 S8 AP -3 1D3, Heavy 1, mortal wounds at half range


   
Made in us
Regular Dakkanaut



Shoreline

I can see S7 weapons to be doing D2 or 2 damage because there is almost no difference between a S6 and S7 weapon but that is just my opinion.

I think Tau's equivalent version of a lascannon is the HRR. My opinion, railgun should be much stronger than a lascannon because only the hammerhead has it while lascannon is much more widespread. Also, railgun is much harder to spam while you can have 4 lascannons on a dev squad and almost cost the same for 1 railgun shot (currently).
   
Made in us
Longtime Dakkanaut





Why is everyone marking Plasma weapons as -2 instead of -3?

Plasma Weapons have consistently been AP2


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in fi
Locked in the Tower of Amareo





Youn wrote:
I am betting:

Meltagun: R12 S8 AP -3 1D3, Assault 1, mortal wounds at half range
Multi-Melta: R24 S8 AP -3 1D3, Heavy 1, mortal wounds at half range


Those would be good character, terminator etc killers with auto wound, auto ignore save but with high wound counts would suddenly not be all that effective against tanks. You would need _6_ hits with those in average to take out leman russ for example. That's often more than in 7th ed while for example lascannons are more deadly vs russ.

And again mortal wounds in common weapon...Hopefully GW isn't as free with mortal wounds as players.


Automatically Appended Next Post:
 Talamare wrote:
Why is everyone marking Plasma weapons as -2 instead of -3?

Plasma Weapons have consistently been AP2


Well would bring it back to 2nd edition. Plasma hasn't always been terminator killer.

Though yeah -3 wouldn't be that surprise.

This message was edited 2 times. Last update was at 2017/05/09 20:08:47


2024 painted/bought: 109/109 
   
Made in us
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So, your saying the weapon would have a perfectly good place in the weapon selection section with those stats. I am thinking fire dragons become something to fear at that point.
   
Made in us
Missionary On A Mission



Eastern VA

 Talamare wrote:
Why is everyone marking Plasma weapons as -2 instead of -3?

Plasma Weapons have consistently been AP2


They have, but my thinking is this: Flamers are the "screw your large numbers" gun, meltas are the "screw your large wound count" gun that also beats armor saves so it can take chunks out of tanks and monsters, grav is the "screw your ludicrous defenses" gun (mortal, but only one damage, so mostly a hero-killer), while plasma is the jack of all trades. It can hit more than one model, it does multiple damage, it ignores some armor, but it's not quite as good for any of these things as the purpose-built weapon. It also functions as a strictly better bolter or lasgun.

On further consideration, AP -3 might be OK still, though, depending on how invuln saves work and if there are any other defenses.


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Made in us
Powerful Phoenix Lord





Dallas area, TX

 Talamare wrote:
Why is everyone marking Plasma weapons as -2 instead of -3?

Plasma Weapons have consistently been AP2

Agreed. Any weapons that had AP5, 6, or - should be AP0
AP4 or Rending equivalent should be AP -1
AP3 should be AP -2 (certain Rending weapons might fit here too)
AP2/1 should be AP -3
Anything AP1 or Melta or Lance should be AP -4

Or at least very close to that.

-

This message was edited 3 times. Last update was at 2017/05/09 20:14:26


   
Made in us
Locked in the Tower of Amareo




 Talamare wrote:
Why is everyone marking Plasma weapons as -2 instead of -3?

Plasma Weapons have consistently been AP2


Not always. Pre-3rd they didn't have that much penetration power.


Automatically Appended Next Post:
 Galef wrote:
 Talamare wrote:
Why is everyone marking Plasma weapons as -2 instead of -3?

Plasma Weapons have consistently been AP2

Agreed. Any weapons that had AP5, 6, or - should be AP0
AP4 or Rending equivalent should be AP -1
AP3 should be AP -2 (certain Rending weapons might fit here too)
AP2/1 should be AP -3
Anything AP1 or Melta or Lance should be AP -4

Or at least very close to that.

-


I think shurikens should lose their AP and become basic small arms. Eldar have abused that mechanic long enough both in 2nd and in the 6th/7th. Either that, or charge a LOT for the universal -1 instead of making it free.

This message was edited 3 times. Last update was at 2017/05/09 20:16:26


 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Martel732 wrote:

I think shurikens should lose their AP and become basic small arms. Eldar have abused that mechanic long enough both in 2nd and in the 6th/7th. Either that, or charge a LOT for the universal -1 instead of making it free.

That is why I really think Shuriken catapults will only be str3, but have AP -1, possibly with more shots (but maybe not). They really should have just had Shred in 7th for both fluff and better balance.
Shuriken cannons can now be str5 AP -1 as well.

-

This message was edited 2 times. Last update was at 2017/05/09 20:21:20


   
Made in us
Missionary On A Mission



Eastern VA

 Galef wrote:
Martel732 wrote:

I think shurikens should lose their AP and become basic small arms. Eldar have abused that mechanic long enough both in 2nd and in the 6th/7th. Either that, or charge a LOT for the universal -1 instead of making it free.

That is why I really think Shuriken catapults will only be str3, but have AP -1, possibly with more shots (but maybe not). They really should have just had Shred in 7th for both fluff and better balance.
Shuriken cannons can now be str5 AP -1 as well.

-


That's why my version has no AP, base, but gets -2 on a 6 to wound. Kinda like what they have in 6/7e, but not quite as bad (since, y'know, even a Fire Warrior gets a save against that, instead of outright ignoring Artificer Armor, which is a bit much.)

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Made in fi
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I suspect your weapons damage values are too static. Too few dice rolls for a GW game.

2024 painted/bought: 109/109 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

jade_angel wrote:

That's why my version has no AP, base, but gets -2 on a 6 to wound. Kinda like what they have in 6/7e, but not quite as bad (since, y'know, even a Fire Warrior gets a save against that, instead of outright ignoring Artificer Armor, which is a bit much.)

I don't mind your version, it's just I was hoping that the AP being modifiers system would negate the need for so much "6 to wound does something special" rules. I could see this happening a lot with Mortal Wounds, but making a unit take different saving throws from the same weapon is clunky. It's one on the main reasons I like the new cover rules: no more "make x armour saves and x cover saves"
All wounds being AP -1 would be roughly the same as some wounds at AP0, some at AP -2. The difference is how fluid the 2 are.

-

This message was edited 2 times. Last update was at 2017/05/09 20:39:10


   
Made in us
Clousseau





East Bay, Ca, US

I'll take my best guess for Grey Knights:

1. Nemesis Force Sword (base cost)
STR: +1
Wounds: 1
AP: -2

2. Nemesis Force Halberd (+5 points)
STR: +2
Wounds: 1
AP: -3


3. Nemesis Force Stave (+10 points)
STR: +2
Wounds: 1
AP: -1
Additional: You may reroll one or both dice when taking a psychic test.

4. Nemesis Daemon Hammer (+15 points)
STR: +4
Wounds: D3
AP: -3

All weaposn have Chaosbane: +1 to hit when rolling against chaos

I would also wager that "Force" will add D3 to the weapon's wound characteristic. I am betting that instant death is gone with 8e.

I gave the force sword an extra strength, because i assume chainswords will have a -1 save mod, so they'd have to be better than that, and also, gave them +1 strength, to compensate for not being -3 save mod (because a lascannon is only -3).

Costs are based on Terminators. For PAGK, double the cost.

This message was edited 1 time. Last update was at 2017/05/09 20:41:46


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Missionary On A Mission



Eastern VA

 Galef wrote:
jade_angel wrote:

That's why my version has no AP, base, but gets -2 on a 6 to wound. Kinda like what they have in 6/7e, but not quite as bad (since, y'know, even a Fire Warrior gets a save against that, instead of outright ignoring Artificer Armor, which is a bit much.)

I don't mind your version, it's just I was hoping that the AP being modifiers system would negate the need for so much "6 to wound does something special" rules. I could see this happening a lot with Mortal Wounds, but making a unit take different saving throws from the same weapon is clunky. It's one on the main reasons I like the new cover rules: no more "make x armour saves and x cover saves"
All wounds being AP -1 would be roughly the same as some wounds at AP0, some at AP -2. The difference is how fluid the 2 are.

-


Fair point, I didn't think about the fiddly aspect. I was thinking about the idea that the various xeno weapons usually have some kind of schtick, and the Eldar schtick is that sometimes shuriken weapons slide right through armor. But, less fiddly is probably good.

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Dallas area, TX

Another thing I thought of it that small arms weapons should really avoid rules like "6 to wound does ____" as that would mean their effectiveness against higher T models will be disproportionate.

Let's say Shurikens do have a rule that give AP -2 on a 6 to wound. Wouldn't it then make sense to try to shoot at any target that requires a '6'?
For example, a Leman Russ is T8. If shurikens stay S4 or even become S3, every successful 'to wound' roll against a Leman Russ will be AP -2.
While that could be explained as only those shots that made it into the "soft spots" of the tank do damage, it makes them a better choice to use against said tank than say, a Scatter laser that wounds on 5+ at AP0 (likely)

That dramatically skews what targets small arms fire should be shooting at.
Point is: basic weaponry should avoid "6 to wound does ____" in a system in which 6 can always wound.
AP-1 for Shurikens (to me) better represents them slicing through softer bits of armour.

Specialized weapons, on the other hand, can go all out with the "6" to wound special rules.
Distort weapons, for example, should do D3 or even D6 Mortal wounds on a 'to wound' roll of 6.
For example:
Wraithcannon: R12, Assault 1, S10, AP-3, damage D6 mortal wounds on a 'to wound' of 6.
Heavy Wraithcannon: same as above, but R36
D-Scythe: R8, Assault D6 auto hits, S4, AP -3, damage D3 mortal wounds on a 'to wound' of 6.

-

This message was edited 1 time. Last update was at 2017/05/10 13:20:00


   
Made in us
Longtime Dakkanaut




Ute nation

Updated my post with the results from today's blurb.

Blast weapons are now a random number of shots
Small Blast = D3
Big Blast = D6
Apocalyptic blast = 2d6(?)

AP is linear with the change over starting at 4
AP 4 = AP -1
AP 3 = AP -2
AP 2 = AP -3
AP 1 = AP -4

Damage is the only wildcard left, it's not based on strength, since a battle cannon is a d3 and melta is a d6. So it appears to be role based, Non-Titan scale anti-vehicle is a D6, anti-Infantry is a 1, and switch hitters are a D3.

We haven't seen a D weapon, but I imagine there will be two types, the small scale D weapons like D-Scythes that inflict mortal wounds but have otherwise unremarkable str and damge. Then things like a turbolaser destructor (from a war hound titan) that will have strength above 10, be heavy d6, and do multiple dice of damage per hit. The kind of weapon that can rightfully pop a morkunaut in one shot.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Missionary On A Mission



Eastern VA

 Grimgold wrote:
Updated my post with the results from today's blurb.

Blast weapons are now a random number of shots
Small Blast = D3
Big Blast = D6
Apocalyptic blast = 2d6(?)

AP is linear with the change over starting at 4
AP 4 = AP -1
AP 3 = AP -2
AP 2 = AP -3
AP 1 = AP -4

Damage is the only wildcard left, it's not based on strength, since a battle cannon is a d3 and melta is a d6. So it appears to be role based, Non-Titan scale anti-vehicle is a D6, anti-Infantry is a 1, and switch hitters are a D3.

We haven't seen a D weapon, but I imagine there will be two types, the small scale D weapons like D-Scythes that inflict mortal wounds but have otherwise unremarkable str and damge. Then things like a turbolaser destructor (from a war hound titan) that will have strength above 10, be heavy d6, and do multiple dice of damage per hit. The kind of weapon that can rightfully pop a morkunaut in one shot.


I'd broadly concur with these conclusions, with a few other thoughts. I'm betting D weapons (by which I mean weapons which, in 7e, have "Str D", regardless of what the fluff is) will be divided into defense-busters and heavy-hitters, that is, things that ignore saves and things that deal a lot of damage. Things like a Wraithguard's wraithcannon are more in the latter group, and I'd bet they'll do d6 damage, or maybe even be more reliable, like 2d3 or just flat 5 damage. Things like a Stormsurge's Destroyer Missiles will probably deal mortal wounds.

It wouldn't shock me to have a category of weapons that deal only 1 damage, but deal it as mortal wounds, for the purposes of getting through defenses. In fact, I'm betting that's what grav will do, but I could easily be wrong about that.

There might be some exceptions to the general rule, too, especially for weapons that currently have gimmicks like Rending, Shred, Monofilament, etc. I think there's probably also a place for flat-2-damage and flat-3-damage weapons - AoS has them, and a weapon that always deals 2 damage seems like it has a good role as a reliable jack-of-all-trades. Flat 3 has a smaller role in the design space, but might fit in for anti-tank weapons that are reliable but not as deadly in the best case as the real heavyweights - might be a good place for, say, krak missiles.

A final prediction: within a few months, we're gonna be jokingly calling 8e "Age of Variance"!

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Ute nation

I think d-scythes will be a d6 autohits 1 mortal wound per, and I'd normally say they would wound on a flat value (probably 3+), but that might make them too good against vehicles. Mortal wounds aren't as scary as d-hits so it might not need any further changes to bring it into parity with other weapons, assuming the points are right.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 Grimgold wrote:
I think d-scythes will be a d6 autohits 1 mortal wound per, and I'd normally say they would wound on a flat value (probably 3+), but that might make them too good against vehicles. Mortal wounds aren't as scary as d-hits so it might not need any further changes to bring it into parity with other weapons, assuming the points are right.

I'm fairly positive D-scythes will be Str4. They were 4 in the 6e codex and in 7e they had that weird "str4 for instant death purposes". With str4 now being able to wound everything, it seems likely that they will revert back to str4. But D6 autohits that either cause 1 Mortal wound each or (more likely IMO) they will just be AP -3, but cause Mortal wounds on a 6 to wound (either 1 or D3 per roll)

Distort has always had some element of "the higher you wound, the better", so doing Mortal wounds will likely be on a '6' do wound, with Wraithcannons (including WK ones) doing D6 per.
Otherwise, I really see them just doing 1:1 damage per shot/wound at AP -3.

-

This message was edited 2 times. Last update was at 2017/05/10 19:21:28


   
Made in us
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Ute nation

Updated with new CC data.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
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Mekboy Hammerin' Somethin'




Alaska

Didn't the Grenade Launcher used to be able to fire indirectly? It would be cool if it got some barrage ability for its frag grenade.

YELL REAL LOUD AN' CARRY A BIG CHOPPA! 
   
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Second Story Man





Astonished of Heck

An interesting point, will Barrage turn in to Smart Missile Systems?

Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
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Stealthy Kroot Stalker





Tau:

Pulse Rifle: S5 R0 D1 Rapid Fire 1, range 30"
Pulse Carbine: S5 R0 D1 Assault 2, range 18"
Pulse Blaster: within 5" = S6 R-2 D1 Assault 2
between 5" and 10", see Pulse Carbine
between 10" and 15" = S4 R0 D1 Assault 2
Rail Rifle: S6 R-4 D2 Rapid Fire 1, Range 30"
Ion Rifle: S7 R-1 D1d3 Rapid Fire 1, Range 30"
Overcharge: S8 R-1 D1d3 Assault 1d3, Range 30"

Flamer: S4 R0 D1 Assault 1d6, range 8", auto-hit
Burst Cannon: S5 R0 D1 Assault 4, range 18"
Missile Pod: S7 R-1 D1d3 Assault 2, range 36" (these stats were confirmed in the Tau faction focus - informative to Autocannon speculation, IMO)
Plasma Rifle: S6 R-3 D1d3 Rapid Fire 1, range 24"
Fusion Blaster: S8 R-4 D1d6 (roll 2 keep highest at half range or less) Assault 1, range 18"
Cyclic Ion Blaster: S7 R-1 D1d3 Assault 3, range 18"
Overcharge: S8 R-1 D1d3 Assault 1d3, Range 18"
Airbursting Frag Projector: S4 R0 D1 Assault 1d6, range 18", ignore LoS/cover

SMS: S5 R0 D1 Heavy 4, range 30", ignore LoS/cover
Heavy Rail Rifle: S8 R-4 D3 Rapid Fire 1, range 60"
HYMP: S7 R-1 D1d3 Heavy 4, range 36"

Ion Cannon: S7 R-2 D1d3 Heavy 3, range 60"
Overcharge: S8 R-3 D1d3 Heavy d6, range 60"
Railgun: S10 R-4 D3+d3 Heavy 1, range 72"
Submunition: S6 R-1 Dd2 Heavy d6, range 72"

Fusion Collider: S8 R-4 D1d6 (roll 2 keep highest at half range or less) Heavy 1d3, range 24"
Cyclic Ion Raker: S7 R-1 D1d3 Heavy 6, range 36"
Overcharge: S8 R-1 D1d3 Heavy 1d6, range 36"

Heavy Burst Cannon: S6 R-1 D1d2 Heavy 8, range 36"
Nova: S6 R-2 D1d3 Heavy 12, range 36"
Ion Accelerator: S7 R-3 D1d3 Heavy 3, Range 72"
Overcharge: S8 R-3 D1d3 Heavy 1d6, Range 72"
Nova: S9 R-3 D1d3 Heavy 1d6, Range 72"

Neutron Blaster: S5 R-2 D1d2 Assault 1, range 18"

Pulse Blastcannon: range 0-10" S11 R-4 D6 Heavy 2
range 10-20": S10 R-2 Dd6 Heavy 1d3
range 20-30": S9 R0 Dd3 Heavy 1d6
Pulse Drive Cannon: S10 R-3 D1d6 Heavy D6, range 72"
Cluster Rockets: S5 R0 D1 Heavy 4d6, range 48"



Most of these are straight up conversions using the handy formula that's easily extrapolated. The only real question becomes one of D values and special rules, so that's where most of my assumptions come to.

I used a few values we haven't seen yet (D1d2, D3+1d3) for a few guns so they can be differentiated - when roll 2 keep the highest doesn't fit, or 1d3 is too high but D1 seemed too low. I also used a few set D values (for the rail weapons - D2 for Rail Rifle, D3 for Heavy Rail Rifle, D3+1d3 for Railgun) to give those weapons extra reliability.

Edit: a few are not. I changed Heavy Rail Rifles to Rapid fire 1 instead of Heavy 1, so that they are actually competitive against the HYMP.

This message was edited 3 times. Last update was at 2017/05/20 02:02:43


 
   
Made in us
Regular Dakkanaut




 Grimgold wrote:
Here are my guesses for IoM weapons

Storm bolters rapid fire 2, str 4, ap 0.
Heavy Bolter Heavy 3, str 5, AP -1 **Confirmed**
Assault Cannon, Heavy 4, str 6, AP -1
Auto Cannon, Heavy 2, Str 7, AP -2, Damage D3 Wounds

Plasma Pistol, Pistol 1, str 7, ap -2
Plasma Rifle, rapid fire 1, str 7, AP -2
Plasma Cannon, heavy D3, Str 7, AP -2

Missle Launcher Krak, heavy 1, str 8, AP -2, Damage D3 wounds **AP guess was correct based on battle cannon**
Missle Launcher Frag, Heavy D3, str 4, AP 0
Grenade launcher Krak, heavy 1, str 6, AP -1, damage D3 Wounds **messed up forgot it was str 6**
Grenade launcher Frag, heavy D3, str 3, ap 0

Melta Gun, assault 1, str 8, AP -4, Damage D6, roll 2d6 pick highest within half range. **Updated**
Multi-Melta, heavy 1, Str 8, AP -4, damage D6, roll 2d6 pick highest within half range. **Updated**

Close Combat Weapon, melee, Str user, AP 0 **Confirmed**
Chain Sword, melee, Str User, AP 0 **Updated, went a different way with this, now gives +1 attack**
Power Sword, melee, Str User, AP -3 **Updated**
Power maul, melee, Str User +2, AP -1 **Updated**
Power Fist, melee, Str User x 2, AP -3, Damage D3 Wounds **Confirmed**
Chain Fist, Melee, Str User x 2, AP -3, damage D3 wounds, treats toughness higher than 8 as 8
Executioner, melee two handed, Str user x 2, AP -3, damage d6 wounds


Ok I think you're mostly right, a few I think will get shifted.

Assault cannon STR 6 ap -2
Autocannon STR 7 ap -1

Plasma I think may all do 2 wounds
Frag grenade launcher is probably d6 since frag grenades are

May want to add power fist is -1 to hit which likely will apply to executioner and chain fists as well. Thunderhammers too.

Chain fist STR x2 ap-4 dmg d6

I'm interested to see what guesses are for earthshakrr and wyvern.
   
 
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