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![[Post New]](/s/i/i.gif) 2022/06/20 22:23:43
Subject: Rules query. HEAVY Weapon on Riptide
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Regular Dakkanaut
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Continuing our return to 40k, mate fielded a Riptide for the first time.
Its heavy Burst gun thingy is a Heavy 12 (think it was 12) weapon.
Question, how if at all does this impact the unit? I thought heavy only effected Heavy weapons moving/firing if they were infantry?
If it dosnt impact the Riptide, why bother designating it as 'Heavy'?
I am sure we were overlooking something.
Thanks
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![[Post New]](/s/i/i.gif) 2022/06/20 22:35:56
Subject: Rules query. HEAVY Weapon on Riptide
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Lieutenant General
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VAYASEN wrote:If it dosnt impact the Riptide, why bother designating it as 'Heavy'?
Because there are other rules which may affect Heavy weapons (e.g., 'Big Guns Never Tire').
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'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim |
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![[Post New]](/s/i/i.gif) 2022/06/21 05:06:16
Subject: Re:Rules query. HEAVY Weapon on Riptide
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Nihilistic Necron Lord
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And shooting heavy weapons when in engagement Range.
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![[Post New]](/s/i/i.gif) 2022/06/21 15:45:22
Subject: Rules query. HEAVY Weapon on Riptide
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Witch Hunter in the Shadows
Aachen
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VAYASEN wrote:Question, how if at all does this impact the unit? I thought heavy only effected Heavy weapons moving/firing if they were infantry?
If it dosnt impact the Riptide, why bother designating it as 'Heavy'?
A Rapid Fire weapon would double it's shots at half range
An Assault weapon would be able to fire even while Advancing
and so on - every weapon type has it's own quirks.
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![[Post New]](/s/i/i.gif) 2022/06/23 03:16:21
Subject: Rules query. HEAVY Weapon on Riptide
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Decrepit Dakkanaut
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40k doesn't have rules for a "regular" weapon to which no special rules or conditions apply.
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![[Post New]](/s/i/i.gif) 2022/06/23 03:30:39
Subject: Re:Rules query. HEAVY Weapon on Riptide
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Confessor Of Sins
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No. It doesn't have a rule for a weapon without a type. Any ranged weapon must be Assault, Grenade, Heavy, Rapid Fire, or Pistol.
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![[Post New]](/s/i/i.gif) 2022/06/23 10:44:59
Subject: Rules query. HEAVY Weapon on Riptide
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Decrepit Dakkanaut
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Dakka as well now?
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![[Post New]](/s/i/i.gif) 2022/06/23 12:35:26
Subject: Rules query. HEAVY Weapon on Riptide
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Deathwing Terminator with Assault Cannon
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It's likely that it "defaulted" as heavy, as giving it RF, assault, grenade or pistol rule would've given the weapon unintended advantages under certain qualifying conditions. It's the only weapon type that doesn't inherently provide some sort of bonus when used a certain way - it only stops giving out penalties.
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This message was edited 1 time. Last update was at 2022/06/23 12:36:58
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![[Post New]](/s/i/i.gif) 2022/06/23 12:57:34
Subject: Re:Rules query. HEAVY Weapon on Riptide
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Decrepit Dakkanaut
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alextroy wrote:No. It doesn't have a rule for a weapon without a type. Any ranged weapon must be Assault, Grenade, Heavy, Rapid Fire, or Pistol.
Right, but all of those "Types" have special conditions or caveats:
- Assault: Can shoot after advancing with a -1
- Grenade: Only one model in the unit can use this weapon, and ONLY this weapon.
- Heavy: Infantry models are -1 to hit when moving and shooting; vehicles and monsters suffer a -1 to hit with this weapon when firing into a combat they are locked in
- Rapid Fire: double the number of shots at half range
- Pistol: can be fired into combat by any model with no penalty and the firer can use no other weapons except other Pistols.
There's no "just use the statline, bro" weapon type in 40k. This has been a problem since basically forever.
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![[Post New]](/s/i/i.gif) 2022/06/23 13:56:35
Subject: Rules query. HEAVY Weapon on Riptide
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Deathwing Terminator with Assault Cannon
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On a side note, powerful main guns on certain vehicles/monsters should have a rule similar to how grenade works where you need to select between firing the main gun or use side arms for more fanned out attack.
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![[Post New]](/s/i/i.gif) 2022/06/23 13:59:57
Subject: Rules query. HEAVY Weapon on Riptide
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Decrepit Dakkanaut
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skchsan wrote:On a side note, powerful main guns on certain vehicles/monsters should have a rule similar to how grenade works where you need to select between firing the main gun or use side arms for more fanned out attack.
We're getting into proposed rules territory but this is how Ordnance worked in earlier editions.
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![[Post New]](/s/i/i.gif) 2022/06/23 23:17:33
Subject: Rules query. HEAVY Weapon on Riptide
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Witch Hunter in the Shadows
Aachen
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Unit1126PLL wrote: skchsan wrote:On a side note, powerful main guns on certain vehicles/monsters should have a rule similar to how grenade works where you need to select between firing the main gun or use side arms for more fanned out attack.
We're getting into proposed rules territory but this is how Ordnance worked in earlier editions.
And im glad we got rid of it. Not being able to fire most of your guns or just your best gun is just no fun.
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![[Post New]](/s/i/i.gif) 2022/06/23 23:50:06
Subject: Rules query. HEAVY Weapon on Riptide
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Decrepit Dakkanaut
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nekooni wrote: Unit1126PLL wrote: skchsan wrote:On a side note, powerful main guns on certain vehicles/monsters should have a rule similar to how grenade works where you need to select between firing the main gun or use side arms for more fanned out attack.
We're getting into proposed rules territory but this is how Ordnance worked in earlier editions.
And im glad we got rid of it. Not being able to fire most of your guns or just your best gun is just no fun.
It was fun for me, adding another layer of decision-making to the employment of larger, heavier tanks, as well as making tanks with smaller main guns useful (e.g. predator autocannons). It would make sense why industry might build smaller, faster tanks with lots of gun alongside the larger, slower tanks with one big gun.
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