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![[Post New]](/s/i/i.gif) 2015/02/22 03:41:07
Subject: Re:(V2 Update) Things I discovered when I updated the vehicle design rules.
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Drone without a Controller
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Is there anything to stop taking a normal weapon once, and then making it ferocious to your hearts desire?
Given that attacks are attacks, and you chose the profile used...
Saying "ferocious only works with the weapon it is bought for" just defeats the purpose of the upgrade, as taking n normal weapons means you can still get as many attacks as you want.
This is a general issue with the system, taking as many guns as you want, leading to stupid amounts of firepower.
I would just do what you did with the Small vehicle size, and limit the different sizes armament. like 6 for medium, and 10 for large.
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![[Post New]](/s/i/i.gif) 2015/02/22 18:06:01
Subject: (V2 Update) Things I discovered when I updated the vehicle design rules.
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Gargantuan Gargant
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There comes a point where you have to decide between creative freedom and game balancing restrictions. You could also resort to pointing and laughing at people when they try to play obvious game breaking monstrousities. In any case, whatever restriction you make, someone will go out of their way to attempt to exploit them. Vehicle classes, with armament restiction sounds like a good approach. I would also like to suggest some sort of upper limit on weapon upgrades, like no more than 3 modifications to any particular weapon profile. That alone should cut down on possible abuse.
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This message was edited 1 time. Last update was at 2015/02/22 20:29:11
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![[Post New]](/s/i/i.gif) 2015/02/22 20:24:53
Subject: (V2 Update) Things I discovered when I updated the vehicle design rules.
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Ancient Space Wolves Venerable Dreadnought
I... actually don't know. Help?
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Lyth, you should make one of these for MC's.
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![[Post New]](/s/i/i.gif) 2015/02/22 21:06:38
Subject: (V2 Update) Things I discovered when I updated the vehicle design rules.
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Longtime Dakkanaut
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They have one in the book I got the original V.D.R. in, it is a hot mess to start with due to tyranids no being the only faction with m.c.'s now. I'll look at it again.
I like the idea of limiting the amount of weapons things can carry, and the idea of limiting upgrades too! There is already a cap on attacks (10) so I don't know if that is needed. Maybe only purchase ferocious once for non superheavies...
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This message was edited 1 time. Last update was at 2015/02/22 21:09:32
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![[Post New]](/s/i/i.gif) 2015/02/24 02:32:47
Subject: (V2 Update) Things I discovered when I updated the vehicle design rules.
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Longtime Dakkanaut
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I started updating the V.D.R. this morning. Upgrades for weapons now have 2 categories and a limit on how many of each you can purchase. And vehicles have a max limit on how many weapons they can carry, with tanks getting extra. I should be able to post it in the morning.
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![[Post New]](/s/i/i.gif) 2015/02/24 02:46:28
Subject: (V2 Update) Things I discovered when I updated the vehicle design rules.
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Gargantuan Gargant
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That's good to hear. Thank you for keeping us updated with your progress.
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![[Post New]](/s/i/i.gif) 2015/02/24 04:52:55
Subject: (V2 Update) Things I discovered when I updated the vehicle design rules.
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Longtime Dakkanaut
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No problem! I try to get on an actual computer on occasion, but I mostly post and whatnot via phone.
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![[Post New]](/s/i/i.gif) 2015/02/25 21:14:55
Subject: (V2 Update) Things I discovered when I updated the vehicle design rules.
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Longtime Dakkanaut
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Sorry fellas, had a Dr.s appointment, wasn't able to get online at home before work. The update is done on paper, just gotta transcribe it.
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![[Post New]](/s/i/i.gif) 2015/02/25 21:59:25
Subject: Re:(V2 Update) Things I discovered when I updated the vehicle design rules.
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Gargantuan Gargant
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IdicBeer on youtube converted MsDonalds Incredibles Omnidroids into Necron Power Generators for a terrain piece he did.
I bought a half dozen of them on Ebay, and I was thinking of using them as Necron Light Walkers
Necron Canoptek Eradicators - Fast Light Walker
WS 4 BS 4 S 6 I 2 A 1 HP 2 F 11 S 11 R 11
Telsa Sterilizer - 24" S5 AP- Heavy 5, Tesla, Haywire
The Tombs on Necron worlds occasionally get infested with lower life forms, such a rodents, sentient fungus, humans, etc.. and it is the purpose of the Canoptek Eradicators to patrol the hallways of the ancient crypts and eliminate any such infestions they may encounter.
I plan on modelling a Tesla Sphere on the top of each of them.
While pondering giviing them a melee attack, I noticed that the Dreadnught Close Combat Weapon is not on the list. Although I imagine you just use a Power Fist as an equivalent
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![[Post New]](/s/i/i.gif) 2015/02/26 02:22:06
Subject: Re:(V2 Update) Things I discovered when I updated the vehicle design rules.
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Land Raider Pilot on Cruise Control
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adamsouza wrote:IdicBeer on youtube converted MsDonalds Incredibles Omnidroids into Necron Power Generators for a terrain piece he did.
I bought a half dozen of them on Ebay, and I was thinking of using them as Necron Light Walkers
Necron Canoptek Eradicators - Fast Light Walker
WS 4 BS 4 S 6 I 2 A 1 HP 2 F 11 S 11 R 11
Telsa Sterilizer - 24" S5 AP- Heavy 5, Tesla, Haywire
The Tombs on Necron worlds occasionally get infested with lower life forms, such a rodents, sentient fungus, humans, etc.. and it is the purpose of the Canoptek Eradicators to patrol the hallways of the ancient crypts and eliminate any such infestions they may encounter.
I plan on modelling a Tesla Sphere on the top of each of them.
While pondering giviing them a melee attack, I noticed that the Dreadnught Close Combat Weapon is not on the list. Although I imagine you just use a Power Fist as an equivalent
As far as I can tell, they stopped calling it a DCCW in 6th (or partway through), and started calling them Power Fists (or Klaw for Orks- essentially the equivilent from each 'dex)
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If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you. |
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![[Post New]](/s/i/i.gif) 2015/02/26 18:13:27
Subject: (V3 Update) Things I discovered when I updated the vehicle design rules.
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Longtime Dakkanaut
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Link to version 3 of the Vehicle Design Rules is updated in the first post.
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This message was edited 1 time. Last update was at 2015/02/26 18:13:50
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![[Post New]](/s/i/i.gif) 2015/02/26 20:47:50
Subject: Re:(V3 Update) Things I discovered when I updated the vehicle design rules.
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Dakka Veteran
Miles City, MT
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I really like your rules so far. Maybe I missed it, but I am not seeing the dreadnought weapons anywhere namely the seismic hammers, chainfists, DCCWs. That kind of thing. Sorry if it is there and I just missed it. I am also not seeing the super heavy weapons. I really love what you have done and are doing. I would love to see something like this for building units, characters, unique characters, and relics. Not saying you should do it, but someone could take what you have done here and apply it to other aspects of the game and maybe in the end create a balanced game.
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Twinkle, Twinkle little star.
I ran over your Wave Serpents with my car. |
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![[Post New]](/s/i/i.gif) 2015/02/26 21:07:32
Subject: Re:(V3 Update) Things I discovered when I updated the vehicle design rules.
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Longtime Dakkanaut
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NorseSig wrote:I really like your rules so far. Maybe I missed it, but I am not seeing the dreadnought weapons anywhere namely the seismic hammers, chainfists, DCCWs. That kind of thing. Sorry if it is there and I just missed it. I am also not seeing the super heavy weapons. I really love what you have done and are doing. I would love to see something like this for building units, characters, unique characters, and relics. Not saying you should do it, but someone could take what you have done here and apply it to other aspects of the game and maybe in the end create a balanced game.
Thanks! Those weapons are simply a power fist with additional rules attached! Add the armorbane rule, or concussive to the base weapon and voila!
What do you guys think of the splitting up of the different modifications?
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![[Post New]](/s/i/i.gif) 2015/02/26 21:08:52
Subject: (V3 Update) Things I discovered when I updated the vehicle design rules.
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Gargantuan Gargant
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Thanks again for your continued work on this project
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![[Post New]](/s/i/i.gif) 2015/02/26 21:32:48
Subject: Re:(V3 Update) Things I discovered when I updated the vehicle design rules.
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Dakka Veteran
Miles City, MT
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Lythrandire Biehrellian wrote: NorseSig wrote:I really like your rules so far. Maybe I missed it, but I am not seeing the dreadnought weapons anywhere namely the seismic hammers, chainfists, DCCWs. That kind of thing. Sorry if it is there and I just missed it. I am also not seeing the super heavy weapons. I really love what you have done and are doing. I would love to see something like this for building units, characters, unique characters, and relics. Not saying you should do it, but someone could take what you have done here and apply it to other aspects of the game and maybe in the end create a balanced game.
Thanks! Those weapons are simply a power fist with additional rules attached! Add the armorbane rule, or concussive to the base weapon and voila!
What do you guys think of the splitting up of the different modifications?
Ahh ok I get how it works a bit better now. You find the closest base to whatever the weapon is and modify it from there. I am trying to build an Ironclad or Contemptor with Seismic Hammer and Chainfist with a heavy flamer and melta-gun on each arm to use as an HQ or maybe LOW (with venerable and eternal warrior maybe orbital bombardment in place of the hunter-killers. Yes, I know venerable and eternal warrior doesn't come on these units). The flamers and meltas would work a bit like the servo harness. choose up to two to fire.
I think splitting of various weapon options might be a good idea. Maybe a few more in depth examples here and there to further idiot proof these things. Take a look at the battlemech construction rules for battletech. Formly FASA now Catalyst Games.
Sorry to be a pain in the rear, but how would you price an ion shield, automantic shielding, and a conversion beamer/heavy conversion beamer?
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This message was edited 2 times. Last update was at 2015/02/26 22:27:23
Twinkle, Twinkle little star.
I ran over your Wave Serpents with my car. |
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![[Post New]](/s/i/i.gif) 2015/02/27 00:14:12
Subject: Re:(V3 Update) Things I discovered when I updated the vehicle design rules.
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Drone without a Controller
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Ahh ok I get how it works a bit better now. You find the closest base to whatever the weapon is and modify it from there. I am trying to build an Ironclad or Contemptor with Seismic Hammer and Chainfist with a heavy flamer and melta-gun on each arm to use as an HQ or maybe LOW (with venerable and eternal warrior maybe orbital bombardment in place of the hunter-killers. Yes, I know venerable and eternal warrior doesn't come on these units). The flamers and meltas would work a bit like the servo harness. choose up to two to fire.
So, because I want to avoid doing other things...
Large SM Walker
FA13/SA12/RA10 45 points
Enclosed free
Normal movement speed 15 points
Jump pack 40 points
Hit and Run 12 points
Deep strike 25 points
cerimite plating 30 points
Heavy flamer with torrent, pining, twinlinked, and speed loader 64 points each
gives us 32 points for the melta... call it a shred twinlinked longbarreled melta gun. 38 points
so two of a dual profile gun with those, 64*.75+38*.5=48+19=67 points each, call it 134 points for the two.
Now we add the melee attack...
SIesmic hammer is just a thunder hammer with AP1... which we can't so, yeah thunderhammer it is.
take one for 20 points.
take a powerfist with armor bane 38 points.
359 points total... wow this is way to expensive. Might be worth stripping cerimite plating, or the jump pack.
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![[Post New]](/s/i/i.gif) 2015/02/27 00:35:02
Subject: Re:(V3 Update) Things I discovered when I updated the vehicle design rules.
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Longtime Dakkanaut
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LordDavenport wrote:Ahh ok I get how it works a bit better now. You find the closest base to whatever the weapon is and modify it from there. I am trying to build an Ironclad or Contemptor with Seismic Hammer and Chainfist with a heavy flamer and melta-gun on each arm to use as an HQ or maybe LOW (with venerable and eternal warrior maybe orbital bombardment in place of the hunter-killers. Yes, I know venerable and eternal warrior doesn't come on these units). The flamers and meltas would work a bit like the servo harness. choose up to two to fire.
So, because I want to avoid doing other things...
Large SM Walker
FA13/SA12/RA10 45 points
Enclosed free
Normal movement speed 15 points
Jump pack 40 points
Hit and Run 12 points
Deep strike 25 points
cerimite plating 30 points
Heavy flamer with torrent, pining, twinlinked, and speed loader 64 points each
gives us 32 points for the melta... call it a shred twinlinked longbarreled melta gun. 38 points
so two of a dual profile gun with those, 64*.75+38*.5=48+19=67 points each, call it 134 points for the two.
Now we add the melee attack...
SIesmic hammer is just a thunder hammer with AP1... which we can't so, yeah thunderhammer it is.
take one for 20 points.
take a powerfist with armor bane 38 points.
359 points total... wow this is way to expensive. Might be worth stripping cerimite plating, or the jump pack.
That's the beauty of the ruleset, if you get too rediculous with weapon options, the survivability of the vehicle makes it not worth the points spent. It should work as a deterrent for cheesiness  thanks for trying it out!
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![[Post New]](/s/i/i.gif) 2015/02/27 00:38:13
Subject: (V3 Update) Things I discovered when I updated the vehicle design rules.
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Gargantuan Gargant
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I did notice that feature when I was making that last walker cutom. That's why I opted for a more fragile weapons platform, instead of an unstoppable behemoth.
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![[Post New]](/s/i/i.gif) 2015/02/27 00:59:53
Subject: (V3 Update) Things I discovered when I updated the vehicle design rules.
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Longtime Dakkanaut
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I like what you guys have so far, keep up the good work!
Adamsouza, those little walkers are sweet! As an eldar player (whole species) I have to say that I'd love to pop those little balloons
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![[Post New]](/s/i/i.gif) 2015/02/27 02:08:34
Subject: Re:(V3 Update) Things I discovered when I updated the vehicle design rules.
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Dakka Veteran
Miles City, MT
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Lythrandire Biehrellian wrote:LordDavenport wrote:Ahh ok I get how it works a bit better now. You find the closest base to whatever the weapon is and modify it from there. I am trying to build an Ironclad or Contemptor with Seismic Hammer and Chainfist with a heavy flamer and melta-gun on each arm to use as an HQ or maybe LOW (with venerable and eternal warrior maybe orbital bombardment in place of the hunter-killers. Yes, I know venerable and eternal warrior doesn't come on these units). The flamers and meltas would work a bit like the servo harness. choose up to two to fire.
So, because I want to avoid doing other things...
Large SM Walker
FA13/SA12/RA10 45 points
Enclosed free
Normal movement speed 15 points
Jump pack 40 points
Hit and Run 12 points
Deep strike 25 points
cerimite plating 30 points
Heavy flamer with torrent, pining, twinlinked, and speed loader 64 points each
gives us 32 points for the melta... call it a shred twinlinked longbarreled melta gun. 38 points
so two of a dual profile gun with those, 64*.75+38*.5=48+19=67 points each, call it 134 points for the two.
Now we add the melee attack...
SIesmic hammer is just a thunder hammer with AP1... which we can't so, yeah thunderhammer it is.
take one for 20 points.
take a powerfist with armor bane 38 points.
359 points total... wow this is way to expensive. Might be worth stripping cerimite plating, or the jump pack.
That's the beauty of the ruleset, if you get too rediculous with weapon options, the survivability of the vehicle makes it not worth the points spent. It should work as a deterrent for cheesiness  thanks for trying it out!
I wasn't looking to go completely nuts. I was looking for something to represent a captain or chapter master who had been a Forgefather that was intered into a contempter or ironclad who was known for his thunder hammer and chainfist and love of melta and flamers.. Something around 300 points maybe a bit more to be a bit like a draigo or some other high point cost unique character. Nothing fancy ie not much for upgrades beyond what a contemptor or ironclad might have. I'm leaning towards contemptor since it is an older design and I envision this guy as an older relugated to legend so to speak.
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Twinkle, Twinkle little star.
I ran over your Wave Serpents with my car. |
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![[Post New]](/s/i/i.gif) 2015/02/27 02:49:29
Subject: Re:(V3 Update) Things I discovered when I updated the vehicle design rules.
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Shas'ui with Bonding Knife
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Some neat things for Tau: Tau Goblin Shark = 160 Points. Fast Attack Slot (competes for Markerlights). Buy in Squadrons of up to 3. Moray Drone Turret Total 48 ( lol) Pts. Take in Units of up to 4 as Heavy. Purchase Deepstrike for additional 10pts each. Models still have to be placed in coherence.
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This message was edited 1 time. Last update was at 2015/02/27 02:49:40
Pit your chainsword against my chainsw- wait that's Heresy. |
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![[Post New]](/s/i/i.gif) 2015/02/27 02:52:06
Subject: (V3 Update) Things I discovered when I updated the vehicle design rules.
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Longtime Dakkanaut
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If you were to drop the speed loader upgrade from the flamer/melta guns, maybe use a multimelta instead of a long barreled melta gun, you could shave off around 70 points, and the jump pack already give you deep strike. So there is another 25. So your vehicle will actually cost you about 267. That should be about what you wanted
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![[Post New]](/s/i/i.gif) 2015/02/27 07:19:29
Subject: Re:(V3 Update) Things I discovered when I updated the vehicle design rules.
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Drone without a Controller
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issue is using a multi melta is it increases the base price. Which makes add ons even more expensive. Longbarrel is so much cheaper.
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![[Post New]](/s/i/i.gif) 2015/02/27 13:39:25
Subject: Re:(V3 Update) Things I discovered when I updated the vehicle design rules.
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Gargantuan Gargant
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Lythrandire Biehrellian, as a possible future update, maybe include examples of the various size classes
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![[Post New]](/s/i/i.gif) 2015/02/27 14:06:52
Subject: Re:(V3 Update) Things I discovered when I updated the vehicle design rules.
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Longtime Dakkanaut
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adamsouza wrote:Lythrandire Biehrellian, as a possible future update, maybe include examples of the various size classes
Sure can, I do in my notebook. I didn't know if it was necessary on the final version.
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![[Post New]](/s/i/i.gif) 2015/02/27 14:57:16
Subject: Re:(V3 Update) Things I discovered when I updated the vehicle design rules.
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Gargantuan Gargant
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Lythrandire Biehrellian wrote: adamsouza wrote:Lythrandire Biehrellian, as a possible future update, maybe include examples of the various size classes
Sure can, I do in my notebook. I didn't know if it was necessary on the final version.
Thank you. It would be helpfull, especially to newer players who may not be familiar with all the various armies and their vehicles.
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![[Post New]](/s/i/i.gif) 2015/02/27 18:43:03
Subject: Re:(V3 Update) Things I discovered when I updated the vehicle design rules.
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Dakka Veteran
Miles City, MT
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adamsouza wrote:Lythrandire Biehrellian wrote: adamsouza wrote:Lythrandire Biehrellian, as a possible future update, maybe include examples of the various size classes
Sure can, I do in my notebook. I didn't know if it was necessary on the final version.
Thank you. It would be helpfull, especially to newer players who may not be familiar with all the various armies and their vehicles.
I second this. The easier you make it for the new players or players with limited experience the better. Making things idiot friendly is usually a good thing. It means less confusion and questions in the long run. Please keep up the great work. This kind of thing inspires conversions which is a definite plus to the hobby.
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Twinkle, Twinkle little star.
I ran over your Wave Serpents with my car. |
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![[Post New]](/s/i/i.gif) 2015/02/27 19:50:04
Subject: Re:(V3 Update) Things I discovered when I updated the vehicle design rules.
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Land Raider Pilot on Cruise Control
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NorseSig wrote: adamsouza wrote:Lythrandire Biehrellian wrote: adamsouza wrote:Lythrandire Biehrellian, as a possible future update, maybe include examples of the various size classes
Sure can, I do in my notebook. I didn't know if it was necessary on the final version.
Thank you. It would be helpfull, especially to newer players who may not be familiar with all the various armies and their vehicles.
I second this. The easier you make it for the new players or players with limited experience the better. Making things idiot friendly is usually a good thing. It means less confusion and questions in the long run. Please keep up the great work. This kind of thing inspires conversions which is a definite plus to the hobby.
I third this!
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If I sound like I'm being a condescending butthole, I'm not. Read my reply as neutrally as possible, please and thank you. |
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![[Post New]](/s/i/i.gif) 2015/02/27 20:39:19
Subject: (V3 Update) Things I discovered when I updated the vehicle design rules.
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Longtime Dakkanaut
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Thanks folks! I appreciate the support and feedback
Anyone else have a new vehicle they want to share? I'm brainstorming a harlequin walker, but don't know what niche it will fill...
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![[Post New]](/s/i/i.gif) 2015/03/01 23:57:59
Subject: Re:(V3 Update) Things I discovered when I updated the vehicle design rules.
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Dakka Veteran
Miles City, MT
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Have you considered a weapon upgrade to improve ap by 1 for like maybe 100%? Maybe limit it to being taken 1 - 3 times obviously the max would be ap1. Maybe even limit it to what type of weapons or vehicle classes can take it and/or if you take this upgrade you can't take another or vice versa. I would say a taking it once would be enough. This would let a person better duplicate certain weapons.
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Twinkle, Twinkle little star.
I ran over your Wave Serpents with my car. |
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