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		<title><![CDATA[Latest posts for the thread "Rejiggering Blasts"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Rejiggering Blasts"]]></description>
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				<title>Rejiggering Blasts</title>
				<description><![CDATA[ So blasts do way too few attacks as is. Here is what I am proposing<br /> <br /> 7E Small Blast<br /> Vs. One Model - 1 Shot<br /> Vs. less than 5 - d3 Shots<br /> Vs. 5 or greater - 2d3 Shots<br /> <br /> 7E Large Blast<br /> Vs. One Model - d3 Shots<br /> Vs. less than 5 - 2d3 Shots<br /> Vs. 5 or greater - <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> Shots<br /> <br /> Also they should only roll to hit once. It doesn't make sense for multiple to-hit rolls. It isn't multiple missiles or whatever being launched.]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/730118/9449865.page</link>
				<pubDate><![CDATA[Sat, 24 Jun 2017 04:38:52]]> GMT</pubDate>
				<author><![CDATA[ casvalremdeikun]]></author>
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				<title>Rejiggering Blasts</title>
				<description><![CDATA[ It seems to me that the best way to do this would be to appropriate the C-Beams from the Forge World rules. One high-power shot, and if it kills a model it does a whole bunch of low-power hits to the rest of the unit. You don't have to worry about large volume of mid-power shots making blasts too good against hard targets that way.]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/730118/9449919.page</link>
				<pubDate><![CDATA[Sat, 24 Jun 2017 06:04:21]]> GMT</pubDate>
				<author><![CDATA[ AnomanderRake]]></author>
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				<title>Re:Rejiggering Blasts</title>
				<description><![CDATA[ The idea I was running with was an <span class="glossaryitem" onmouseover='gp(694);'>AoS</span> style weapon in reverse, because excess wounds don't carry over.  A battlecannon for example would have <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> attacks but only do 1 damage.  I ran the numbers and this reliably does 2-4 wounds on targets with a 3+ save.]]></description>
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				<pubDate><![CDATA[Sat, 24 Jun 2017 16:10:45]]> GMT</pubDate>
				<author><![CDATA[ Future War Cultist]]></author>
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				<title>Rejiggering Blasts</title>
				<description><![CDATA[ I like the idea in principle, but personally I'd remove the random number of "shots" and just use Ballistic Skill. Personally I'm tempted to use average rolls to replace random number of shots fired on all template weapons.<br /> <br /> So if something is Weapon D3 it'd fire 2 "shots", Weapon <span class="glossaryitem" onmouseover='gp(24);'>D6</span> is 4 "shots" and Weapon <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> is 8 "shots", still rolling to hit where applicable, representing the firer's skill at placing the blast; flamers etc. would still hit automatically, the only randomness they need is in to-Wound rolls and enemy saving throws.<br /> <br /> <br /> This just eliminates added randomness, which <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> is never a good thing. Having random numbers of shots just means you can drop a tonne of points on a Shadowsword, only for it to fire a measly two "shots" with its volcano cannon, supposedly one of the most feared anti-vehicle weapons of the 41st millennium. Meanwhile your opponent gets jammy rolls for all their flamers.<br /> <br /> The game is random enough without having a random number of random rolls to make!]]></description>
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				<pubDate><![CDATA[Sat, 24 Jun 2017 17:26:40]]> GMT</pubDate>
				<author><![CDATA[ Haravikk]]></author>
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