<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Transport weapon switch outs."]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/16.page</link>
		<description><![CDATA[Latest messages posted in the thread "Transport weapon switch outs."]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Transport weapon switch outs.</title>
				<description><![CDATA[ I imagine space marine transports as having compartment space for a variety of special weapons to use at their discretion. I'm trying to solidify the concept as a playable rule. Just an idea.<br /> <br /> Lets say you have a tactical squad in a rhino. When the marines get out they have the option to deploy with any special weapon per amount dictated in codex rules. For instance your squad can deploy with a guy having a flamer and the other a heavy bolter. When the unit re-embarks in the rhino you are able to deploy with different special weapons when you get out again i.e.- a meltagun & missile launcher. <br /> <br /> Also, if the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> unit has a model with a special weapon in base contact with their dedicated transport, that model may replace it in exchange for a different special weapon i.e.- guy with flamer swaps it out for a meltagun as long as he is in base contact with the transport.<br /> <br /> This would mean that all <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads would have to be taken at a flat rate for the cost of special weapon loudouts since footsloggers would obviously not be able to swap their weapons out without a transport assigned to them in order to do so. <br /> <br /> Or this feature can be taken as an upgrade to a transport's cost and can only be used by the squad assigned to it.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/748701/9786611.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/748701/9786611.page</link>
				<pubDate><![CDATA[Tue, 16 Jan 2018 01:44:49]]> GMT</pubDate>
				<author><![CDATA[ Boris420]]></author>
			</item>
			<item>
				<title>Transport weapon switch outs.</title>
				<description><![CDATA[ Seems kind of redundant, honestly. Why not just bring that weapon in the first place? It also brings up issues when it comes to <span class="glossaryitem" onmouseover='gp(150);'>WYSIWYG</span>. Just seems like something that wouldn't really add much and isn't really necessary. Though if this was implemented, it would likely be a one-use vehicle upgrade.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/748701/9786662.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/748701/9786662.page</link>
				<pubDate><![CDATA[Tue, 16 Jan 2018 02:50:47]]> GMT</pubDate>
				<author><![CDATA[ Vitali Advenil]]></author>
			</item>
			<item>
				<title>Transport weapon switch outs.</title>
				<description><![CDATA[ You'd bring the weapon in the first place but if you wipe out a horde and need to take down an elite you go back to your transport and switch gear. As for <span class="glossaryitem" onmouseover='gp(150);'>WYSIWYG</span> yes that would be an obstacle...]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/748701/9786671.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/748701/9786671.page</link>
				<pubDate><![CDATA[Tue, 16 Jan 2018 03:01:47]]> GMT</pubDate>
				<author><![CDATA[ Boris420]]></author>
			</item>
			<item>
				<title>Transport weapon switch outs.</title>
				<description><![CDATA[ I could see this for deathwatch. I take it the squad would stick to it's standard Sgt., special and heavy weapon at 10 system?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/748701/9786689.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/748701/9786689.page</link>
				<pubDate><![CDATA[Tue, 16 Jan 2018 03:22:06]]> GMT</pubDate>
				<author><![CDATA[ fraser1191]]></author>
			</item>
			<item>
				<title>Transport weapon switch outs.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/5b691c405292168122cbd54adb7b65f6.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/748701/9786689.page"><b>fraser1191 wrote:</b></a><br/>I could see this for deathwatch. I take it the squad would stick to it's standard Sgt., special and heavy weapon at 10 system?</div></blockquote><br /> <br /> Yes.<br /> <br /> Space marines are trained to respond to most threats and be flexible and adapt to their situation on the battlefield. I want something representative of that concept with transports. <br /> <br /> I harken back to the days I played <span class="glossaryitem" onmouseover='gp(460);'>FPS</span> games where some transport vehicles carried multiple loudouts i.e.- Halo gunships had shotguns & pistols that you could swap out for your rifle with.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/748701/9786752.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/748701/9786752.page</link>
				<pubDate><![CDATA[Tue, 16 Jan 2018 04:30:29]]> GMT</pubDate>
				<author><![CDATA[ Boris420]]></author>
			</item>
	</channel>
</rss>