Switch Theme:

Rules query. HEAVY Weapon on Riptide  [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 gb
Regular Dakkanaut





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
   
Made in us
Lieutenant General





Florence, KY

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').

'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
 
   
Made in de
Nihilistic Necron Lord






Germany

And shooting heavy weapons when in engagement Range.
   
Made in de
Witch Hunter in the Shadows



Aachen

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.
   
Made in us
Decrepit Dakkanaut






Springfield, VA

40k doesn't have rules for a "regular" weapon to which no special rules or conditions apply.
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

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.
   
Made in gb
Decrepit Dakkanaut




Dakka as well now?
   
Made in us
Deathwing Terminator with Assault Cannon






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.

This message was edited 1 time. Last update was at 2022/06/23 12:36:58


 
   
Made in us
Decrepit Dakkanaut






Springfield, VA

 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.
   
Made in us
Deathwing Terminator with Assault Cannon






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.
   
Made in us
Decrepit Dakkanaut






Springfield, VA

 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.
   
Made in de
Witch Hunter in the Shadows



Aachen

 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.
   
Made in us
Decrepit Dakkanaut






Springfield, VA

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.
   
 
Forum Index » 40K You Make Da Call
Go to: