Switch Theme:

Astra Militarum: Remove Heavy attribute from Multilaser  [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 us
Longtime Dakkanaut





Gig Harbor, WA

Multilaser is Heavy 3, Strength 6, Ap 0, D 1, and costs 10 points.

It is only equipped on vehicles like the Chimera and the Sentinel, and is considered largely substandard. Those vehicles have low BS, so if they're being used for heavy weapons they generally aren't moving, at which point the Lascannon or Autocannon are clearly superior to the Multilaser.

I propose removing its heavy attribute. This would give it a use for mobile vehicles, which it already appears to be intended for as its the standard weapon on the Sentinel. I don't think any point change would be necessary.

edit. I meant remove heavy 3, and just make it shoot 3 times, but now I realize that there aren't any mulit-shot weapons that aren't heavy. Perhaps making it assault 3 would be sensible however. At least for something like the sentinel.

This message was edited 1 time. Last update was at 2017/07/18 05:24:36


 
   
Made in us
Longtime Dakkanaut





Remove Heavy and make it...?

Assault? Which would vastly increase the mobility?
Rapid Fire? Which would vastly increase the fire power?


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 us
Regular Dakkanaut





Perhaps Heavy 2D3 might make multilasers a bit more attractive.
   
Made in de
Nihilistic Necron Lord






Germany

How about removing the -1 penalty for shooting, when the vehicle only moved half its movement characteristic ?
   
Made in us
Longtime Dakkanaut





Gig Harbor, WA

p5freak wrote:
How about removing the -1 penalty for shooting, when the vehicle only moved half its movement characteristic ?


This would benefit all weapons, and when compared to other weapons like the lascannon, the multilaser still falls flat. It needs something that makes it stand out to my mind.

What about just making it rapid fire 2? Essentially a much stronger storm bolter.

This message was edited 1 time. Last update was at 2017/07/18 05:25:51


 
   
Made in gb
Master Engineer with a Brace of Pistols






Rapid fire 2 works for me. In fact, since it no longer has any AP, only does 1 damage and wounds most targets on at best a 3+, could we even bump it up to rapid fire 3?
   
Made in gb
Worthiest of Warlock Engineers






preston

Assault 4. The Multilaser is intended to be a suppressive weapon that, while lacking in penetration and hitting power, can lay down a barrage of shots in quick succession.

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in hu
Pyromaniac Hellhound Pilot





Bear with me: what about making it Pistol 3? Having the ability to use the multi-laser in close-combat would be nice.

On a side note, personally, I think the multi-laser is fine as-is, it just needs to be 5 points or so.

My armies:
14000 points 
   
 
Forum Index » 40K Proposed Rules
Go to: