<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "IG Grenade launcher"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/16.page</link>
		<description><![CDATA[Latest messages posted in the thread "IG Grenade launcher"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>IG Grenade launcher</title>
				<description><![CDATA[ Well i was think why does the grenade launcher only have to have 2 rounds when in real life they can choose up to atleast 8 rounds. Maybe only having some special rounds for stormtroopers like a flashbang round and tear gas,  but then why not have the ogyrns get a special buck shot round for there rippers, that could use the flamer template to show the scattering of the shot.<br /> <br /> so<br /> <br /> Grenade Launcher<br /> <br /> High explosive dual purpose round      R24"  <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 5 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 Assault 1<br /> <br /> High Explosive round                      R24" <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 3 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4 Assault 1 blast<br /> <br /> Illumination round                         R30"  <span class="glossaryitem" onmouseover='gp(123);'>Str</span> x <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-  Assault 1<br />                             Special rules: The Highly purposeful Illumination round is used by any troop elite or standard. When using night fight  rules just hit with the round and the target is no longer under night fight rule for the a full game turn.  The round will also cause the unit shot at to be at -1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> for their next game turn, because this extremely bright round is making it hard to see their targets.<br /> <br /> Crowd Control/ Riot round            R12"   <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 1 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-  Assault 1<br />                            Special Rule; Causes the unit if wounded to be at minus 1 movement. Note this only works if the round wounded even if the unit saves the rule is still in effect.<br /> <br /> <span class="glossaryitem" onmouseover='gp(732);'>CS</span>/ Tear Gas                              R 18" <span class="glossaryitem" onmouseover='gp(123);'>str</span>-  <span class="glossaryitem" onmouseover='gp(6);'>ap</span>-    Assault 1 blast<br />                            Special rule: If the round touches a unit then the unit must immediately take a morale check at -1 <span class="glossaryitem" onmouseover='gp(82);'>LD</span>. If the unit is fearless then the fearless unit may not move forward threw the marker towards the unit that shot the <span class="glossaryitem" onmouseover='gp(732);'>CS</span> round, it must go backwards left or right of were the blast is. <br /> <br /> Targeting round   R24"  <span class="glossaryitem" onmouseover='gp(123);'>STR</span> - <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-  Assault 1   Special: If fired and hit the unit that shot this round gets to add 1BS to their <span class="glossaryitem" onmouseover='gp(14);'>BS</span> for the  shooting phase. This round may only be used once and cost a extra 5 points per round.<br /> <br /> Ground Marker/smoke grenade     R30" <span class="glossaryitem" onmouseover='gp(123);'>str</span>- <span class="glossaryitem" onmouseover='gp(6);'>ap</span>- assault 1 Special: allows guard squads in the same platoon to be able to re roll either the scatter dice or the <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>, when rolling to scatter when they deep strike.<br /> <br /> Buckshot Round:       R18"  Str4  AP3  Assault Template               Special: The buckshot round is a massive shotgun round only to be used in the biggest and strongest hands. When firing the buckshot round check for range by measuring the 14" then placing the template within the range but the small end must be facing the firer.<br /> <br /> <br /> Note most of these round would cost extra and only be available with certain doctrines or with the commander that you choose (like drop troops and the ground marker round as one choice)<br /> <br /> <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/224130/469338.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/224130/469338.page</link>
				<pubDate><![CDATA[Sun, 7 Dec 2008 16:12:02]]> GMT</pubDate>
				<author><![CDATA[ shank911]]></author>
			</item>
			<item>
				<title>Re:IG Grenade launcher</title>
				<description><![CDATA[ grenades arent light objects. neither is a grenade launcher. a humble guardsman would be nowhere near strong enough to carry all of that. the vast majority of the time you just want to kill the enemy anyway.<br /> <br /> your dual perpose round is too powerful. it should remain S6 AP4.<br /> <br /> grenades dont contain enough explosive to destroy a target through pressure (like a tank shell), they cause damage by spewing hot shapnel everywhere. unfortunately shrapnel doesnt pierce armour very well. it should ramain AP6.<br /> <br /> you should still presumably have to test for nightfighting to fire your illumination round. there should be far more downside to this shot. being able to open up onto with your whole army onto a unit in <span class="glossaryitem" onmouseover='gp(324);'>DoW</span> with no drawback is too powerful.<br /> <br /> what about things that dont care about teargas, such as space marines, necrons, tyranids, wraithguard and demons. they dont care if your gas hurts their eyes (they may not even have eyes). they will be able to just walk though it. why is the morale check at -1LD?<br /> <br /> why not have a smoke grenade that obscured sight? that would be much better than one that lets you re-roll a scatter (which isnt that hot)<br /> <br /> a unit full of S4 AP3 template weapons? are you mad? that is far too good. only flamers of tzeench get anything near that good, and they cost an arm and a leg. why dont you just up the power of a regular shot gun to S5 AP4? thats much easier to balance.<br /> <br /> i dont like these. i think they are ill thought out and overpowered.<br /> <br /> the exception is the targeting round, which i think is a good idea.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/224130/469489.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/224130/469489.page</link>
				<pubDate><![CDATA[Sun, 7 Dec 2008 20:14:59]]> GMT</pubDate>
				<author><![CDATA[ Regwon]]></author>
			</item>
			<item>
				<title>IG Grenade launcher</title>
				<description><![CDATA[ Man, that's way too much to read for a grenade launcher... I do agree, however, that the current weapon is, well, probably the worst of the four special weapons options.<br /> <br /> The Krak round should be S6 AP3, in my opinion, AP4 just isn't really useful. Make it AP3 and people might look at it as an alternative to the Plasma Gun if they don't want to go overboard with S7 AP2.<br /> <br /> Frag round isn't that bad, really... just not that useful compared to the other options, I am getting a feeling that perhaps <span class="glossaryitem" onmouseover='gp(50);'>GW</span> might make <span class="glossaryitem" onmouseover='gp(380);'>GL</span> a required/only option or free option for troop infantry squads. But perhaps making it S4 AP5 or AP6? Make it worth taking.<br /> <br /> The other rounds seem overly complex, superfluous and, really, make the <span class="glossaryitem" onmouseover='gp(380);'>GL</span> a very strange weapon. Fewere special rules and explanations for such simple things as shooting. I'm not saying NO special rules, but perhaps having all of this is just ridiculous.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/224130/469518.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/224130/469518.page</link>
				<pubDate><![CDATA[Sun, 7 Dec 2008 20:50:32]]> GMT</pubDate>
				<author><![CDATA[ Skinnattittar]]></author>
			</item>
			<item>
				<title>IG Grenade launcher</title>
				<description><![CDATA[ Well, 'Nids in synnapse range would auto-pass the tear gas anyways.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/224130/469652.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/224130/469652.page</link>
				<pubDate><![CDATA[Sun, 7 Dec 2008 22:17:57]]> GMT</pubDate>
				<author><![CDATA[ Crazy_Carnifex]]></author>
			</item>
			<item>
				<title>IG Grenade launcher</title>
				<description><![CDATA[ <blockquote><div><cite>shank911 wrote:</cite>Well i was think why does the grenade launcher only have to have 2 rounds when in real life they can choose up to atleast 8 rounds. </div></blockquote><br /> <br /> Probly the same reason why the Eldar's Wraithcannon only has a range of 12", while in real life my own flux destabilizer regularly generates metastable dimensional fatigue out to half a kilometer or more. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/224130/470178.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/224130/470178.page</link>
				<pubDate><![CDATA[Mon, 8 Dec 2008 11:30:34]]> GMT</pubDate>
				<author><![CDATA[ ialdabaoth]]></author>
			</item>
			<item>
				<title>IG Grenade launcher</title>
				<description><![CDATA[ The M203 and M79 grenade launchers used by the US army only have 3 combat grenades. This makes out alot of non-combat or non-lethal rounds into battlefield weapons. I think its interesting rules, but I think with the current scale of the game things might get bogged down with as many options. These are the sort of things you'd have for skirmish sized <span class="glossaryitem" onmouseover='gp(3);'>40k</span> Kill team games.<br /> <br /> Also buckshot even out of a grenade launcher is not that powerful. AP5 at best. I think it'd be best to not go beyond this for it:<br /> S4 AP5 Assault3<br /> <br /> If you want AP3 have it be a plasma grenade or something. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/224130/470268.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/224130/470268.page</link>
				<pubDate><![CDATA[Mon, 8 Dec 2008 14:12:54]]> GMT</pubDate>
				<author><![CDATA[ aka_mythos]]></author>
			</item>
			<item>
				<title>IG Grenade launcher</title>
				<description><![CDATA[ The only thing I would do to grenade launchers is:<br /> <br /> a) lower their cost to 6pts<br /> <br /> b) give them a third option of fire:<br /> <br /> G24" S3 ap6 Heavy1 Blast<br /> <br /> Basically a mini mortar, would be cool <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/224130/470512.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/224130/470512.page</link>
				<pubDate><![CDATA[Mon, 8 Dec 2008 18:47:43]]> GMT</pubDate>
				<author><![CDATA[ BoxANT]]></author>
			</item>
			<item>
				<title>IG Grenade launcher</title>
				<description><![CDATA[ I reckon it's not hard to carry at all, we carry up to 20 rounds when we are on operations............]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/224130/470581.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/224130/470581.page</link>
				<pubDate><![CDATA[Mon, 8 Dec 2008 19:54:39]]> GMT</pubDate>
				<author><![CDATA[ Soundwarp]]></author>
			</item>
			<item>
				<title>IG Grenade launcher</title>
				<description><![CDATA[ <blockquote><div><cite>Soundwarp wrote:</cite>I reckon it's not hard to carry at all, we carry up to 20 rounds when we are on operations............</div></blockquote><br /> <br /> That's with an M203, right? It's just a chamber and a barrel, made of aluminum, and fires 40mm grenades. Not what I'd call lightweight, but I doubt it comes anywhere near the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> launcher, which appears to be a steel framed MGL in the 60-80mm range.<br /> <br /> <br /> It's OK how it is, but with a points drop to 5 or 6, and maybe a repaired scatter rule.<br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/224130/472731.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/224130/472731.page</link>
				<pubDate><![CDATA[Wed, 10 Dec 2008 05:48:30]]> GMT</pubDate>
				<author><![CDATA[ Illeix]]></author>
			</item>
	</channel>
</rss>