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		<title><![CDATA[Latest posts for the thread "Codex SM (and MEQ) Weapons Changes"]]></title>
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				<title>Codex SM (and MEQ) Weapons Changes</title>
				<description><![CDATA[ Assault Cannon: 48" <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 8 AP3 <span class="glossaryitem" onmouseover='gp(24);'>D6</span> attacks Rending, Deadly Jam. (+5 pts to weapon costs)<br /> <br /> Deadly Jam: If you roll a 1 for the number of attacks you may not attack at all, and you must roll another die. If you roll another 1, then the Assault Cannon is destroyed (vehicle) or the Bearer is slain (other model)<br /> <br /> Autocannon: 48" <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 7 AP4 <span class="glossaryitem" onmouseover='gp(24);'>D6</span> attacks, Jam (+5 ts to weapon costs)<br /> <br /> Jam: If you roll a 1 for the number of attacks the weapon Jams for that turn and you may not attack at all.]]></description>
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				<pubDate><![CDATA[Mon, 28 Feb 2011 19:45:21]]> GMT</pubDate>
				<author><![CDATA[ Epicwargamer]]></author>
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				<title>Codex SM (and MEQ) Weapons Changes</title>
				<description><![CDATA[ Honestly?  Space Marines do not need to be able to lay down yet more firepower, thanks all the same.]]></description>
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				<pubDate><![CDATA[Mon, 28 Feb 2011 19:53:04]]> GMT</pubDate>
				<author><![CDATA[ Jon Garrett]]></author>
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				<title>Codex SM (and MEQ) Weapons Changes</title>
				<description><![CDATA[ Sorry but I don't like it. The weapons are fine as they are <span class="glossaryitem" onmouseover='gp(71);'>imho</span> and a S8 rending assault cannon would just break the game (that would be S9 for tank hunting templars, that would be off the chain <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">) ]]></description>
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				<pubDate><![CDATA[Mon, 28 Feb 2011 20:02:05]]> GMT</pubDate>
				<author><![CDATA[ Fire_for_effect]]></author>
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				<title>Codex SM (and MEQ) Weapons Changes</title>
				<description><![CDATA[ Yes, +5 pts for strength 8, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3 and <span class="glossaryitem" onmouseover='gp(24);'>d6</span> attacks isn't countered by a 1/36 chance of destruction.<br /> Shooting every turn, this will deadly jam once every 5-6 games.]]></description>
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				<pubDate><![CDATA[Mon, 28 Feb 2011 20:34:39]]> GMT</pubDate>
				<author><![CDATA[ stompydakka]]></author>
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				<title>Codex SM (and MEQ) Weapons Changes</title>
				<description><![CDATA[ Nope. Not for me. The Assault Cannon and Autocannon are fine as is and in this mode not only would they become unreliable, but they'd completely outclass everything else (eg. Lascannon, Missile Launcher).<br /> Not only that but I don't they need changing, nor does the fluff support this.]]></description>
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				<pubDate><![CDATA[Mon, 28 Feb 2011 21:12:27]]> GMT</pubDate>
				<author><![CDATA[ Just Dave]]></author>
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				<title>Re:Codex SM (and MEQ) Weapons Changes</title>
				<description><![CDATA[ The random number of attacks is interesting, but wouldn't the weapons of the Astartes probably be well maintained enough to supply an even amount of fire, and thus, likely not jam?  This is something I would expect Ork weaponry or something like that to do, not the Emperor's Biggest and Bluest.]]></description>
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				<pubDate><![CDATA[Mon, 28 Feb 2011 21:51:54]]> GMT</pubDate>
				<author><![CDATA[ daedalus]]></author>
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				<title>Codex SM (and MEQ) Weapons Changes</title>
				<description><![CDATA[ <blockquote><div><cite>Epicwargamer wrote:</cite>Assault Cannon: 48" <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 8 AP3 <span class="glossaryitem" onmouseover='gp(24);'>D6</span> attacks Rending, Deadly Jam. (+5 pts to weapon costs)</div></blockquote>So you want to make an already great weapon double the range, +2S and up to +2 attacks?<br /> <br /> That's the same S/<span class="glossaryitem" onmouseover='gp(6);'>AP</span> as a Battle Cannon, except with Rending. <br /> <br /> Sorry but no, just no.<br /> <br />  <img src="/s/i/a/bc17cac4b0f5b45ef9767abe8c417c8e.gif" border="0"> <span class="glossaryitem" onmouseover='gp(324);'>DoW</span> <img src="/s/i/a/bc17cac4b0f5b45ef9767abe8c417c8e.gif" border="0"> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 28 Feb 2011 23:19:45]]> GMT</pubDate>
				<author><![CDATA[ DogOfWar]]></author>
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				<title>Codex SM (and MEQ) Weapons Changes</title>
				<description><![CDATA[ 2nd Edition assault cannons had a random number of shots and if you rolled a triple "jam" the weapon would explode, killing the bearer.<br /> All rapid fire (not to be confused with current Rapid Fire) weapons used rapid fire dice to determine the number of shots fired and if the weapon jammed or not.<br /> <br /> It took far too much time and I'm quite glad to have seen the back of it.<br /> Even if the rare 9 hits from one Termie was amazing...]]></description>
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				<pubDate><![CDATA[Mon, 28 Feb 2011 23:26:05]]> GMT</pubDate>
				<author><![CDATA[ Bennowar]]></author>
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				<title>Codex SM (and MEQ) Weapons Changes</title>
				<description><![CDATA[ <blockquote><div><cite>Epicwargamer wrote:</cite>Assault Cannon: 48" <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 8 AP3 <span class="glossaryitem" onmouseover='gp(24);'>D6</span> attacks Rending, Deadly Jam. (+5 pts to weapon costs)<br /> <br /> Deadly Jam: If you roll a 1 for the number of attacks you may not attack at all, and you must roll another die. If you roll another 1, then the Assault Cannon is destroyed (vehicle) or the Bearer is slain (other model)<br /> <br /> Autocannon: 48" <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 7 AP4 <span class="glossaryitem" onmouseover='gp(24);'>D6</span> attacks, Jam (+5 ts to weapon costs)<br /> <br /> Jam: If you roll a 1 for the number of attacks the weapon Jams for that turn and you may not attack at all.</div></blockquote><br /> <br /> why on earth should it be Str8 AP3.  The most powerful antitank missiles are Str8 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 3.  If anything the Assault Cannon should be Str5 AP4, in line with a heavy bolter but with more shots.]]></description>
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				<pubDate><![CDATA[Tue, 1 Mar 2011 03:11:06]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
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				<title>Codex SM (and MEQ) Weapons Changes</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(84);'>Lol</span> sounds like 2nd edition]]></description>
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				<pubDate><![CDATA[Tue, 1 Mar 2011 03:12:45]]> GMT</pubDate>
				<author><![CDATA[ Mark]]></author>
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				<title>Codex SM (and MEQ) Weapons Changes</title>
				<description><![CDATA[ <blockquote><div><cite>Mark wrote:</cite><span class="glossaryitem" onmouseover='gp(84);'>Lol</span> sounds like 2nd edition</div></blockquote><br /> <br /> That was the intent. The 2nd edition weapon rolled 3 dice called sustained fire dice. It would be 1, a 2, a 3, or a lightning bolt if it was a Jam. I am not quite sure of the chances. Essentially you could score 9 shots, or on a triple jam, the assault cannon would explode.<br /> <br /> Assault Cannon was 32" Range, <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 8, and had <span class="glossaryitem" onmouseover='gp(24);'>D6</span>+<span class="glossaryitem" onmouseover='gp(342);'>D10</span>+8 armor penetration. <br /> <br /> The Autocannon was 72" Range, <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 8, and had <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>+8 armor penetration. 1 Sustained fire dice. The great thing about Reaper Autocannons, was that you could reroll Jams. <br /> <br /> For reference, the Front armor on a Land Raider was 22. <br /> <br /> The assault cannon could get 24 on a perfect roll. But  toughness 6 model was still wounded on a 2+ and his save was reduced by 5. <br /> <br /> The assault cannon, aTRUE super Nerfed weapon (other then the Cyclone) in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 1 Mar 2011 10:40:19]]> GMT</pubDate>
				<author><![CDATA[ Epicwargamer]]></author>
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				<title>Codex SM (and MEQ) Weapons Changes</title>
				<description><![CDATA[ <blockquote><div><cite>Epicwargamer wrote:</cite><blockquote><div><cite>Mark wrote:</cite><span class="glossaryitem" onmouseover='gp(84);'>Lol</span> sounds like 2nd edition</div></blockquote><br /> <br /> That was the intent. The 2nd edition weapon rolled 3 dice called sustained fire dice. It would be 1, a 2, a 3, or a lightning bolt if it was a Jam. I am not quite sure of the chances. Essentially you could score 9 shots, or on a triple jam, the assault cannon would explode.<br /> <br /> Assault Cannon was 32" Range, <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 8, and had <span class="glossaryitem" onmouseover='gp(24);'>D6</span>+<span class="glossaryitem" onmouseover='gp(342);'>D10</span>+8 armor penetration. <br /> <br /> The Autocannon was 72" Range, <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 8, and had <span class="glossaryitem" onmouseover='gp(1);'>2D6</span>+8 armor penetration. 1 Sustained fire dice. The great thing about Reaper Autocannons, was that you could reroll Jams. <br /> <br /> For reference, the Front armor on a Land Raider was 22. <br /> <br /> The assault cannon could get 24 on a perfect roll. But  toughness 6 model was still wounded on a 2+ and his save was reduced by 5. <br /> <br /> The assault cannon, aTRUE super Nerfed weapon (other then the Cyclone) in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>. <br /> <br /> </div></blockquote><br /> <br /> For good reason, seeing as <span class="glossaryitem" onmouseover='gp(119);'>SM</span>'s are the only one who gets them, whats the Xeno's/chaos counter to that? I mean I already hate Assault cannons and this does NOTHING to help, seeing as it'll just get better and I have no real counter to that weaponry.<br /> <br /> Im sorry, but this would just be ridiculous, add the autocannon thing to the <span class="glossaryitem" onmouseover='gp(533);'>IoM</span> forces (Im thinking.. Guard) and suddenly their gunline has gone from 'pretty scary' too 'Why didn't you reserve your forces...Why?']]></description>
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				<pubDate><![CDATA[Sat, 5 Mar 2011 09:43:07]]> GMT</pubDate>
				<author><![CDATA[ Chaos Lord Gir]]></author>
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				<title>Codex SM (and MEQ) Weapons Changes</title>
				<description><![CDATA[ Let my sisters take four uberassault cannons in their retributor squads and let me have twin-linked uberassault cannons on my exorcists and twin-linked uberautocannons on my immolators and maybe I'll think about agreeing that this is not a bad idea.<br /> <br /> Wait, I'd still think that, but at least I'd get gaks and giggles for a moment before I got bored.]]></description>
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				<pubDate><![CDATA[Sat, 5 Mar 2011 19:59:37]]> GMT</pubDate>
				<author><![CDATA[ Melissia]]></author>
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