Switch Theme:

Legio Kratos Tank Horus Heresy 1.0 Rules  [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 ca
Fixture of Dakka





Ottawa Ontario Canada

Whipped up some rules for the legion kratos in 1.0, basically bringing it inline in terms of weapons and stuff. Dropped the pts by 20, made it so its no longer a squadron. Brought the main gun options in line with 1.0, so ap3 for blast but lost pinning, figured the volkite still had pinnng so no real loss. Changed flashburn shells. Melta just went back to being how it is in 1.0, changed a few point costs around. It no longer starts with sponsons so you can run it without if you want, flamers and bolters are cheap to add on tho. Lascannons went up just to be more in line with 1.0 point costs for them, mm went down by 5, as did dozerblade. I kept the searchlight at 5. Also added the ability to take either armoured ceramite or enhanced drive, both change the tank, to tank heavy in the case of ceramite, or tank fast for enhanced drive. Enhanced drive also drops the rear armour value by 1 from 14 to 13. Thought was just to make it fun, like you can run it stock or make it beefier or faster depending on what sorta army you're going with.

Updated it, added machine spirit stock, upped it 10pts stock as well. Also added 12 inches to the range of all 3 of the cannon's ammo types.




This message was edited 3 times. Last update was at 2022/09/23 02:23:29


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in de
Longtime Dakkanaut





Any type of battlecannon which uses a template should cause pinning. This had been the case since 3rd 40K with LRBT and similar Imperial vehicles. Another thing to consider would be the fact that tank crews encompass several gunners unlike a dreadnought which is piloted by a single dude. So picking several different targets each for a tank´s armament should also be a valid thing. This would give tanks an advantage over dreadnoughts in HH 2.0 as the former are hampered in other aspects by being vehicles.
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

 Strg Alt wrote:
Any type of battlecannon which uses a template should cause pinning. This had been the case since 3rd 40K with LRBT and similar Imperial vehicles.


The case for one variant of the lrbt from my recollection, the standard lrbt was also 72 inch range 8 3 large blast from my recollection, I don't believe it had pinning. I upped the range by 12 of all 3 of the ammo types, but even the longest range ones are 48 instead of 72.





 Strg Alt wrote:
Another thing to consider would be the fact that tank crews encompass several gunners unlike a dreadnought which is piloted by a single dude. So picking several different targets each for a tank´s armament should also be a valid thing. This would give tanks an advantage over dreadnoughts in HH 2.0 as the former are hampered in other aspects by being vehicles.


Well gave it machine spirit stock so it can split fire/always be able to shoot at least one weapon.

Do you play 30k? It'd be a lot cooler if you did.  
   
Made in de
Longtime Dakkanaut





 Crablezworth wrote:
 Strg Alt wrote:
Any type of battlecannon which uses a template should cause pinning. This had been the case since 3rd 40K with LRBT and similar Imperial vehicles.


The case for one variant of the lrbt from my recollection, the standard lrbt was also 72 inch range 8 3 large blast from my recollection, I don't believe it had pinning. I upped the range by 12 of all 3 of the ammo types, but even the longest range ones are 48 instead of 72.





 Strg Alt wrote:
Another thing to consider would be the fact that tank crews encompass several gunners unlike a dreadnought which is piloted by a single dude. So picking several different targets each for a tank´s armament should also be a valid thing. This would give tanks an advantage over dreadnoughts in HH 2.0 as the former are hampered in other aspects by being vehicles.


Well gave it machine spirit stock so it can split fire/always be able to shoot at least one weapon.


There wasn´t a Pinning keyword in older editions of 40K. You had to go to the main rules and look up how Ordnance weapons worked. Those Ordnance weapons even had a separate damage table for vehicles which was more severe. So the battlecannon, demolisher cannon, Griffon mortar and Basilisk would force a Pinning check with a -1 modifier upon a unit when said unit lost a minimum of one model. Casualties caused by smaller Ordnance weapons like mortars carried by infantry caused a Pinning check without a modifier.

Needless to say those checks were often hardly an issue in an environment where Ld 9-10 was the norm.

Is this Machine Spirit still BS2 like back in the day?

This message was edited 2 times. Last update was at 2022/09/28 17:54:21


 
   
Made in se
Been Around the Block




 Strg Alt wrote:

There wasn´t a Pinning keyword in older editions of 40K. You had to go to the main rules and look up how Ordnance weapons worked. Those Ordnance weapons even had a separate damage table for vehicles which was more severe. So the battlecannon, demolisher cannon, Griffon mortar and Basilisk would force a Pinning check with a -1 modifier upon a unit when said unit lost a minimum of one model. Casualties caused by smaller Ordnance weapons like mortars carried by infantry caused a Pinning check without a modifier.


I'm fairly sure Indirect Fire was the thing that caused pinning, not Ordnance (which the mortars weren't).
   
Made in de
Longtime Dakkanaut





Keel wrote:
 Strg Alt wrote:

There wasn´t a Pinning keyword in older editions of 40K. You had to go to the main rules and look up how Ordnance weapons worked. Those Ordnance weapons even had a separate damage table for vehicles which was more severe. So the battlecannon, demolisher cannon, Griffon mortar and Basilisk would force a Pinning check with a -1 modifier upon a unit when said unit lost a minimum of one model. Casualties caused by smaller Ordnance weapons like mortars carried by infantry caused a Pinning check without a modifier.


I'm fairly sure Indirect Fire was the thing that caused pinning, not Ordnance (which the mortars weren't).


I just checked editions 3-5. You are right. Only weapons designated as being able to fire indirectly by putting a S (German version) in the range profile caused pinning. And the artillery tanks could be upgraded to fire in such a fashion too. Funny detail is the fact that the Defiler had a battlecannon which could be fired in that way but the LRBT could not. Also a few other weapons could cause pinning such as sniper rifles, Eldar vibrocannons, etc.

Well, I guess my former gaming circle either played it wrong or we used house rules (50%/50% chance) which allowed LRBTs, Vindicators and Demolisher tanks to also cause pinning otherwise those tanks would have sucked a$$ being only be able to fire a single Ordnance weapons in a turn.
   
 
Forum Index » The Horus Heresy
Go to: