Hi Community,
sorry for the long break again. The topic is very extensive and for a guy how write and speak English not as his mother tongue is still more difficult, to write the whole subject in an understandable English. So a big sorry for the long waiting time.
But I would think it more useful if we leave the piercing value to 3. Instead, I would suggest the following profile:
CC: 4xD10+4
Traits: Piercing/3
To keep the method of the pair of claws (+1D/+1 Damage bonus/+1 Piercing) I would suggest a change of the single profile like that:
CC: 3xD10+3
Traits: Piercing/2
A potential damage output of 14 should be strong enough for the vehicle combat. The Kill Value would not reach a level of more than 16. So a Furioso would be a very hard enemy in close combat.
But one question still remains just how hard we want to make other fighters? I think for the Wraith Lord or the Bloodthirster.
I think this point is a similar issue like the case with the parry trait what I have mention in the non weapon discussion. This is a good option to solve this problem in general.
We have in this mod much more CC-weapons than in SST and we should clarified how we want to use them in the game. Should we create the possibility that a CC-weapon increase the games stats of a model or should we keep them separate so they can not influence each other?
To pick up my question from above: I would like to create the possibility that model and weapon can influence each other. I would like to pick up your proposal with the dropping of the Piercing value.
If we continue to develop your idea, then we should reduce the use of a piercing value to these units which are able to penetrate armour with no additional equipment / armament. The Warrior Bug is a good example. His piercing value caused by the strength of his jaws and arms, so it makes sense to shown this piercing value in his basic profile.
Therefore, I find your proposal very good that we represent the "technical" piercing in the weapons stats. We may differentiate between the Piercing/3 and Piercing/+3. The first value count as fixed and the second value refers to the model profile, and adds or increase it if necessary. These rules, we could set for the traits of the mod.
If we reduce the piercing for the Space Marines or drop it completely. Then a distinction between power weapon and chain sword would come into play again. The chain sword would give a Piercing/+1 and the power weapon would give a Piercing/+2.
This concept would can also be transferred to other skills such as Parry (as already mentioned). In addition, we could naturally reduce the number of traits in the basic profile that we make certain skills available by Herotic traits. This topic I have not been given the necessary attention.
Your suggestions were:
Shotgun Bullet
- Increase Range to 20"
- reduce piercing to 2
- remove Slow
Shotgun Shot
- Increase Range to 15"
- remove Piercing and Slow
- replace spread with a LZ
In my view the LZ trait doesn't fit very well for this weapon. If you use even the LZ (X "/LoS) trait the weapon would be like a grenade launcher, what does not really fit. The scrap charge disintegrates immediately upon leaving the barrel and not only on impact with the ground. I don't know whether it would fit better if we use the Beam or LZ (Stream) trait.
At the moment I read the rule set of "Force on Force" from Ambush Alley Games. In this rule set is the training level of your troops a key element of the game. The units with various levels of training have a corresponding "Optimal Range" (Green troops have a lower optimal range than elite troops). If the enemy is in this range, the shooting unit receives a bonus. May be we could use that in modified form. I think we can solve the problem with a similar rule in a more elegant way than trying to use the weapon profiles for it.
For example, a squad of 10 Marines shoot with their bolters on an enemy unit. If they had no Auto trait they would only cover a 3-inch area around the target model with their fire. In this small area a maximum of 20 damage dice would impact. Therefore, they will need the Auto Trait in the squad formation. But when a Space Marine is acting alone a 6 inch radius would be too great.
To solve this problem we came up with the idea to create a special Auto trait with extra rules.
To underline the role of the Space Marine Sergeant inside a Squad, I have developed a series of special actions that may apply by the sergeant in the form of commands. These commands will help then by the squad forming and termination.
My orders have been established, the following three:
My Target, on my Sign! - FIRE!
This action can be performed by the sergeant instead of a normal action. Each Space Marine within 6 inches around the sergeant shoots at the target that was determined by the Sergeant. All weapons with the [Auto] Trait generate a 6-inch area around the selected target model for this shot action. Lines of sight and weapon ranges are still valid. Weapons with the traits "Ready," "Slow" or "heavy" should not be fired with this action.
Close Formation, Brothers!
This action can be performed by the sergeant instead of a normal action. When the sergeant uses this action, all squad members formed around the sergeant. All models that are not in 6-inch - command range, move directly to the sergeant. Note that the maximum movement range of the model is not exceeded. The Space Marine squad is treated from that point as one unit and is subject to the normal rules. The sergeant, acting as a unit leader. All weapons with the [Auto]-Trait use from that point, the normal rules for the Auto-Trait.
Spread!
This action can be performed by the sergeant instead of a normal action. The Sergeant resolves with this action the troop formation. Each model moves immediately its maximum movement range away from the Sergeant. All models of the squad get back to their "independent" status and act as such.
I think this special action system can be extended by some additional commands, which are also suitable for senior officers.
IG Sniper Rifle
Range: 50"
Damage: D6
Traits: Accurate - Sniper (additional suggestion from me)
Would this profile as you imagine it? Or should it creates a higher damage?
If I remember correctly, I have read that the SM Scout sniper rifle using Bolter ammo and is no upgrade laser rifle.
But if we use the Barret M109 (from BF Evo MC) as a basis, then the result would be a similar profile as the bolter, which would only have a higher range.
SM Sniper Rifle
Range: 60"
Damage: D6+2
Traits: Accurate - Piercing/2 - Sniper - Multihit (additional suggestion from me)
What do you think?
In addition, in each unit or vehicle appears only one type of energy level. A Land Raider has his Godhammer, a Predator has his Annihilator and the Devastator has his portable lascannon. So I see no problem at the moment with the laser weapons.
Hunter Killer Missile - Example
Range: unlimited
Damage: D10+3
Traits: Killshot - LZ (2") - one-shot - AA - Direct Fire - Free
The weapon could be mounted on vehicles. Should we also design a normal portable AA missile for the Rocket launcher or not?
We should not forget the storm grenade launcher for the Land Raider Crusader. We could create it in a similar mechanic like the Hellseed Y-Rack system of the Ape Marauder or as a Stream attack. Or do you have other ideas?
Assault Cannon - 10mm
Range: 50"
Damage: 6x D6+2
Traits: Piercing/3 - Auto
I've increased the range and the number of shots. I've also increased the piercing value, to represent the armor-piercing effect of this weapon. The weapon is still one point weaker than the heavy bolter, but the longer range and stronger piercing compensate this disadvantage.
I've also renounced to distinguish the weapons by Terminator type or Dreadnaught type but I take the calibre as a differentiator. With the help of this sign we can more easily determine what kind of weapon can be mounted on a vehicle / model. But in my view the Space Marines use for the twin-linked version of the assault cannon a smaller calibre then the heavy calibre what I write below.
But I think that a larger calibre gun has no high cadence. So I left the number of shots at the heavy auto cannon at a low level. The values are now comparable with the 40mm CTWS cannon from BF Evo MC of the British Army.
My proposed solution is as follows:
Heavy Autocannon (Destructor)
Range: 50"
Damage: 2x D10
Traits: Piercing/3 - LZ (2"/LoS) - Direct Fire
Light Autocannon (Twin-Linked)
Range: 60"
Damage: 4x D6+2
Traits: Piercing/2 - Auto - AA
Assault Cannon - 30mm
Range: 50"
Damage: 5x D6+3
Traits: Piercing/3 - Auto
Heavy Bolter (Twin-Linked)
Range: 40"
Damage: 6x D6+3
Traits: Piercing/2 - Auto - Multihit - Heavy - Prone (Losing this Traits if use as vehicle weapon or as twin-linked version)
I think with this change we make every weapon useful. We have different range areas, which be covered by the weapons. You get more shots, if you choose a weapon with a shorter maximum range. And each weapon has an individual trait combination which I think is quite appropriate.
Please do me a favour. Could you describe your considerations for the Reaper Auto Cannon, for the portable version of the IG, the Hydra and Russ versions in more details. So that I get a chance to see the direction in which your ideas go. That would be very helpful for me.
It's done. Puuh that was a lot of work. Sorry it become real epic.
I'm looking forward for your comments.
Greetz
Arkon
sorry for the long break again. The topic is very extensive and for a guy how write and speak English not as his mother tongue is still more difficult, to write the whole subject in an understandable English. So a big sorry for the long waiting time.
I'm happy that you aren't fret if it took a bit longer. But I'm afraid that the post will be very long again. But it is massive pack of new ideas, suggestions and comments.Silvereye said:I wouldn't fret abbout posting something quickly. And if the posts as epic as our last ones it will be a while before I could properly respond to it.
This is not a problem. I make this type of mistake often. It's hard to concentrate on the essentials. The power weapons are very difficult anyway, because we are accustomed other standards. Galatea constantly reminded me on the kill value. We have to think always about what should the weapon do in the game. What type of target should they fight mainly. And how does the weapon also fit to their background.Silvereye said:Ok, this might be a bit disjointed in places. And I'll try and gather some thoughts about skill levels.
True, and it is something I was failing to grasp properly, particularly with the Piercing trait. Trying to keep within the 40K equivalents (power weapons ignoring saves), I tended to overpowering most of the close combat weapons in this respect.Arkon4000 said:Please remember that we create a mod and don't make a 1:1 transfer. This does not work, for that the differences are too great between the both rulesets. I take the original rules as a source of inspiration but the fluff serves also as a source.
I like your idea and we can try this method. But we should then ensure that we integrate these mechanics uniform. All weapons that have a similar function should act according to this method.Silvereye said:It should have read 3xD10+3. Against most infantry, it is likely overkill. Fitting for what it is. The piercing is for use against vehicles, many of which may have higher Kill scores and thick armour. It might also apply to attacking things like Terminators (and maybe the Monstrous Tyranids, Tau battlesuits and Eldar wraith constructs). But as you say, Piercing/3 makes it a difficult armour save to make.Arkon4000 (re: DCCW) said:Nice idea, but I'm not sure if it make sense to set the piercing so high. The weapon has a high attack roll for CC and the chance is great that you reach very often the kill value of an enemy unit. In these cases the piercing is useless. A Piercing of 3 makes it for the adopted unit difficult enough to make a successful armor save.
What about 2x DCCW (Furioso) build? Could try something modifying the DCCW along the lines of the Pair of Lightning claws?
DCCW - CC: 3xD10+3, Traits: Piercing/3
Pair of DCCWs - CC: 4xD10+4, Traits: Piercing/4
But I would think it more useful if we leave the piercing value to 3. Instead, I would suggest the following profile:
CC: 4xD10+4
Traits: Piercing/3
To keep the method of the pair of claws (+1D/+1 Damage bonus/+1 Piercing) I would suggest a change of the single profile like that:
CC: 3xD10+3
Traits: Piercing/2
A potential damage output of 14 should be strong enough for the vehicle combat. The Kill Value would not reach a level of more than 16. So a Furioso would be a very hard enemy in close combat.
But one question still remains just how hard we want to make other fighters? I think for the Wraith Lord or the Bloodthirster.
That is exactly the picture, that I have when I read your suggestion. It makes sense in the combination of the lower initiative. The Fighter who want to use this weapon with his full power, must take the reaction/attack of his enemy at first and attack as second.Silvereye said:I did think that was why you went with Slow. And while it kind of fits, I thought Ready would make more sense as it implies your preparing for a Haymaker type strike/Grabbing and Ripping something off/Cutting a big hole into something.Arkon4000 (re: Chain Fist said:I've taken the slow trait, because I wanted to represent the lower initiative from the original 40k rules. But the Ready trait could solve this problem even better. I think it's fair that a model with one of these weapons, can also use them against the enemy if it has time to prepare for the attack and gets the opportunity to act or react... I took a moment to think about it and I like the idea and it makes sense if you imagine it in a real fight.
No Problem! *gg*Silvereye said:Oops. Good catch with the Piercing and Killshot. I think that one was copy/paste.Arkon4000 (re: Thunder Hammer) said:Ready and Killshot fit well, but with the Killshot trait we need no more piercing (score hit = score kill => no armor save). Which damage value should we set for this weapon?
Good question. In my view it should be a +1 for the piercing value of the fighters stats, because the weapon increase the basic ability of the fighter to penetrate enemy armour. (see below for my reflections for this thoughts.)Silvereye said:Some thoughts on damage of power weapons in general. What if a generic power weapon just add +1 to the users Piercing Trait or grants it at 1 if they do not have it?
I think this point is a similar issue like the case with the parry trait what I have mention in the non weapon discussion. This is a good option to solve this problem in general.
We have in this mod much more CC-weapons than in SST and we should clarified how we want to use them in the game. Should we create the possibility that a CC-weapon increase the games stats of a model or should we keep them separate so they can not influence each other?
Thank you for this interesting thoughts. At first I like the picture of the charged and uncharged profiles for the fists and hammer. With this splitting we can create a powerful profile for this weapons what really fit to their backgrounds but we give them a disadvantage in combat.Silvereye said:We could them have a low-power type attack profile for the Chain Fist, Power Fist, and Thunderhammer which just count them as Power Weapons. However, with the Ready Action then you then use the alternate profile to attack with. As to damage values of this alternate attack, the bonus needs to be worth while to use the Ready action as opposed to just making two regular attacks.
However, as Tactical and Assault Terminators both attack at 2xD10 and Piercing/2, I'd suggest dropping them back to Piercing/1. The standard power weapon bonus inherent in all their gear (including a Chaplains Crozius?) would then bring them back to Piercing/2. As would be marine sergents with power weapons.
However, an imperial guard sergent or howling banshee would only be piercing/1 with a power weapon. Perhaps this is a bit weak. If we make the default bonus Piercing/+2 this does power up the Space Marines further, but they are genetically modified super humans so I'm a bit less concerned. Another option is to drop Piercing from the Space Marine profile - brought back through gear (chainswords, pistols, power weapons etc.), or just make power weapons a flat Piercing/2
So for example (I went with the less random profiling, though there is nothing to stop you going with more randomness either if it seems to fit the concept better):
Chain fist - CC: 2xD10+2, Traits when Ready: Multi-hit, Piercing/3
Power fist - CC: 2xD10+2, Traits when Ready: Piercing/3
Thunder hammer - CC: 2xD10+3, Traits when Ready: Killshot
The above three Close Combat Weapons may be used without a ready action with the following profile
CC: As weilder, Traits: Piercing/+1
Single Lightning claw - CC: As weilder, Traits: Piercing/+1
Pair of Lightning claws, CC: +1xDice+1, Traits: Parry, Piercing/+1
Notes:
* Assault terminator with Pair of Ligtning claws would be CC: 3xD10+1, Traits: Parry, Piercing/2
* When a Marine Sergent gets a power fist he'd get the same Ready Attack bonus so his basic CC: 2xD6+2 Piercing/2 attack becomes 2xD10+2 piercing/3 when readied with a power fist.
To pick up my question from above: I would like to create the possibility that model and weapon can influence each other. I would like to pick up your proposal with the dropping of the Piercing value.
If we continue to develop your idea, then we should reduce the use of a piercing value to these units which are able to penetrate armour with no additional equipment / armament. The Warrior Bug is a good example. His piercing value caused by the strength of his jaws and arms, so it makes sense to shown this piercing value in his basic profile.
Therefore, I find your proposal very good that we represent the "technical" piercing in the weapons stats. We may differentiate between the Piercing/3 and Piercing/+3. The first value count as fixed and the second value refers to the model profile, and adds or increase it if necessary. These rules, we could set for the traits of the mod.
If we reduce the piercing for the Space Marines or drop it completely. Then a distinction between power weapon and chain sword would come into play again. The chain sword would give a Piercing/+1 and the power weapon would give a Piercing/+2.
This concept would can also be transferred to other skills such as Parry (as already mentioned). In addition, we could naturally reduce the number of traits in the basic profile that we make certain skills available by Herotic traits. This topic I have not been given the necessary attention.
After I have looked at lot of material from the first and second Edition, I share your view. The template for the Handflamer was really very small. Therefore, we reduce the range.Silvereye said:Because it's a small pistol, not much room in it for pressurisation gear and fuel, they also had silly small templates in 40K 2e and Necromunda. The other option, perhaps, is to just use it as a One Shot flamer.Arkon4000 (re: Hand Flamer) said:Why such a short range?
No Problem!!Silvereye said:Thanks for the reminders folks, my brain did eventually put two and two together properly a few hours after posting.Silvereye said:Meltagun & Multi-melta...
Your ideas were well comprehensible. My original idea for this weapon is based strongly on the comparable weapon of MI from SST. However, I will consider the extension of the range. What would you find useful? A Semi-Automatic Shotgun (not slow) or a pump action (slow)?Silvereye said:Yes, I do think they need to increase in range particularly to make them preferable to pistols, especially so if you decide to keep the slow trait. 15" is the same range as a re-statted heavy flamer, and the bolt and plasma pistols. Slug shot is generally statted at a greater range then buckshot in most game sytems (perhaps not the best of reasons). The AA-12 (below) has a range of 100m listed.Arkon4000 (re: Shotguns) said:Do you really think it makes sense to increase the range? A shotgun is still a weapon for close combat or for very short range. The Slow trait also makes not illogical impression on me. Can you please explain to me why you think these changes make sense?
With droppign slow, I was going for the semi-automatic assault shotgun idea instead of the break open, breach loading antique shotgun. In particular this thing - Auto Assault-12 (I think it was used in the film Predators) - also Franchi SPAS-12 (has an attachment that spreads buck shot into a plane and can single load individual rounds), NeoStead 2000 (two seperate magazines to select from) and Pancor Jackhammer.
Your suggestions were:
Shotgun Bullet
- Increase Range to 20"
- reduce piercing to 2
- remove Slow
Shotgun Shot
- Increase Range to 15"
- remove Piercing and Slow
- replace spread with a LZ
In my view the LZ trait doesn't fit very well for this weapon. If you use even the LZ (X "/LoS) trait the weapon would be like a grenade launcher, what does not really fit. The scrap charge disintegrates immediately upon leaving the barrel and not only on impact with the ground. I don't know whether it would fit better if we use the Beam or LZ (Stream) trait.
I think that is no bad thing. The low lethal level of GW 40k is one of the main problems that make it impossible to fight on a high tactical level. The SST-System is fast and brutal. And I think that fits much better for the "the grim nightmare of the far future, where there is only war and the galaxy's alight...". With this System the players have to change their fighting tactics.Silvereye said:Again, its a throw back to GWs 40K rules (especially as 24" scales to around 50m?). I do agree that the rifle type weapons should have longer ranges. And doing so would make a different game to how GW rules play, which favours surviving being shot to get into close combat.Arkon4000 (re: Boltguns and Storm Bolters) said:Why should I redcue the range? I see no reason for that... Ok in the original rules the boltgun has a maximum range of 24" but I have discussed this issue with another game designer (he create a new 40k ruleset) and he has come for his system to the same view as me. The range is simply too short for this weapon. Hence we have taken both 30 inches as range for the boltgun.
I based the values of the IG lasguns on the Morita assault rifle of the MI, because it is similar in the basic idea. It's just an easy-to-use and maintain weapon. The ammunition is just only different from a regular rifle.Silvereye said:Any range increase needs to be factored into the other races weapons such as the Guardsmans 20" lasgun as it currently stands.
The main question is how we bring that on the table. I think you're right that the training of a soldier is the key element how far he can fire a gun effectively.Silvereye said:Additionally, range can be used to represent how far a soldier is capable of shooting accutrately. So a 40K BS of 4 is more accurate then BS 3. Perhaps the effective weapon range could be also increased to take this into account.
At the moment I read the rule set of "Force on Force" from Ambush Alley Games. In this rule set is the training level of your troops a key element of the game. The units with various levels of training have a corresponding "Optimal Range" (Green troops have a lower optimal range than elite troops). If the enemy is in this range, the shooting unit receives a bonus. May be we could use that in modified form. I think we can solve the problem with a similar rule in a more elegant way than trying to use the weapon profiles for it.
It is only a re-rolling of the damage dices but no doubling of the range of the weapons.Silvereye said:Also, I can't remember if SST had the Ready action to allow shots at double range (by re-rolling hits)?
I should explain my thoughts to you. When we decided to give the Marines the independent trait, the question remained whether the Marines still act as a squad or not. For larger battles it's make more sense to concentrate your firepower and so we decided to allow the squad formation. But this would mean that the damage area for the bolter fire would be too small if we keep the 3 inch radius.Silvereye said:It ultimately depends on how we want Marines to work.Arkon4000 (re: Auto traits) said:The [Auto]-trait is a special trait that is supposed to represent the different combat tactics of the Space Marines on the battlefield. When the Marines split their squads and everyone is fighting alone, they use aimed shots. This is represented by using of the 3"-LZ around the target unit.
If they work together as a squad or fire team, the 3"-zone make no sense, because too many potential hits would find no more targets. Hence a unit of Space Marines would create the normal Auto-zone of 6 " for their boltguns.
From the first post, I was under the impression the army (save for scout squads) was made up of individual models. And like you described, would use the small bursts of 'aimed' shots approach rather then the blaze wildly. I don't think there is anything stopping you specifying a different fire zone with a second (or third) action.
Perhaps having the marines operate in small teams to support each other, rather then individually would go a long way to helping this. I’ll post some thoughts on this shortly
The Storm bolter is more then just two bolters stuck together. It fires more shots and each terminator is more likely to need and use the Auto fire zone.
For example, a squad of 10 Marines shoot with their bolters on an enemy unit. If they had no Auto trait they would only cover a 3-inch area around the target model with their fire. In this small area a maximum of 20 damage dice would impact. Therefore, they will need the Auto Trait in the squad formation. But when a Space Marine is acting alone a 6 inch radius would be too great.
To solve this problem we came up with the idea to create a special Auto trait with extra rules.
To underline the role of the Space Marine Sergeant inside a Squad, I have developed a series of special actions that may apply by the sergeant in the form of commands. These commands will help then by the squad forming and termination.
My orders have been established, the following three:
My Target, on my Sign! - FIRE!
This action can be performed by the sergeant instead of a normal action. Each Space Marine within 6 inches around the sergeant shoots at the target that was determined by the Sergeant. All weapons with the [Auto] Trait generate a 6-inch area around the selected target model for this shot action. Lines of sight and weapon ranges are still valid. Weapons with the traits "Ready," "Slow" or "heavy" should not be fired with this action.
Close Formation, Brothers!
This action can be performed by the sergeant instead of a normal action. When the sergeant uses this action, all squad members formed around the sergeant. All models that are not in 6-inch - command range, move directly to the sergeant. Note that the maximum movement range of the model is not exceeded. The Space Marine squad is treated from that point as one unit and is subject to the normal rules. The sergeant, acting as a unit leader. All weapons with the [Auto]-Trait use from that point, the normal rules for the Auto-Trait.
Spread!
This action can be performed by the sergeant instead of a normal action. The Sergeant resolves with this action the troop formation. Each model moves immediately its maximum movement range away from the Sergeant. All models of the squad get back to their "independent" status and act as such.
I think this special action system can be extended by some additional commands, which are also suitable for senior officers.
Should we split the profile? So that the model receive a bonus by taking a Ready action or should we solve that in another way?Silvereye said:I was thinking a Ready action to reflect a getting the best out of a shot. There is also nothing that suggests a user of a sniper weapon shouldn’t be able to react with it. However, the reaction shot will be far from optimal for the weapon.Arkon4000 (re: Sniper rifle) said:Ok I think the "slow" trait not fit for this weapon. The weapon should be able to react. The "Heavy" trait should avoid that a model shoot with this weapon if it use their special ability "Shoot on the run". So I think we keep this trait. I'm not sure about the "Ready" Trait. I think we should try both in a test game.
On increasing the penetration I have to think because the weapon already has a very high damage roll. In addition, the weapon receives a bonus depending on the size of the target model. Hence the probability is very high that the gun often throws a kill.
If I understand Wolfprophet's proposals correctly and if I take the values for the M40 from BF Evo Modern Combat as a basis for the IG sniper rifle then the following profile would be the result:Silvereye said:Wolfprophet's idea works for me for the Imperial Tech. Copy what the SST sniper systems (or Modern) use and tweak as necessary? It should also serve as a useful starting point for the Eldar's Ranger Long Rifle and the Vindicare Assassin's rifle.wolfprophet (re: Sniper rifle ) said:Quick thought on the Sniper Rifle though. I think they should be rather universal for the most part. An Imperial sniper rifle for the IG wouldn't be much different from a modern M40 rifle in terms of power (the Lasgun itself is equated as being about as strong as a G3/FAL/CETME rifle.) the Astartes sniper rifle is powered by an extra energy pack, but is otherwise just an upgraded IG sniper rifle... So, I suppose for sake of ease, we can just take the Barret .50 cal sniper stats from one of the other books for it. No need to overcomplicate a sniper weapon by tacking on tons of traits.
IG Sniper Rifle
Range: 50"
Damage: D6
Traits: Accurate - Sniper (additional suggestion from me)
Would this profile as you imagine it? Or should it creates a higher damage?
If I remember correctly, I have read that the SM Scout sniper rifle using Bolter ammo and is no upgrade laser rifle.
But if we use the Barret M109 (from BF Evo MC) as a basis, then the result would be a similar profile as the bolter, which would only have a higher range.
SM Sniper Rifle
Range: 60"
Damage: D6+2
Traits: Accurate - Piercing/2 - Sniper - Multihit (additional suggestion from me)
What do you think?
Ok, the problem with the twin-linked weapons we have already solved. These weapons get a universal special rule. By this rule, this type of weapon double their damage roll when they take a shot action (see your note below). As a result we can drop these entries. Hence we have now three different energy levels for the lascannon. Is that still too much?Silvereye said:Because currently you have, for example, Las-cannon, Twin-linked Las-cannon, Devastator Lascannon, Annihilator Las-cannon, Twin-linked Godhammer Las-cannon. I do think that there can be some variability (especially as you point out with the Dreadnaught/Terminator Assault cannon), but I think that there needs to be a bit of simplicity as essentially the weapons are pretty much the same (just a couple of points of damage and the Twin-linked Las-cannon and Annihilator Las-cannons are exactly the same). Complexity can just bog a game down.Arkon4000 (re: Alternative Weapons) said:Why would I do that? Is it too crazy, to differentiate the weapons more? Why should a terminator use the same assault cannon, like a Dreadnought? Why should not there be multiple power levels for the lascannon? I would like to take opportunity that offer this mod to revised some mistakes and nonsense of GW.
In addition, in each unit or vehicle appears only one type of energy level. A Land Raider has his Godhammer, a Predator has his Annihilator and the Devastator has his portable lascannon. So I see no problem at the moment with the laser weapons.
What do you think about that?Silvereye said:I do like the idea of combining them, it provides space marines a useful bit of AA without having to rely on the Imperial Guard or Imperial Navy. My only concern is the Agile Trait. I don't think the Imperium would uses highly advanced and precious 'logic engine' able to track and adapt to a flyer's evasive movements in a cheaply available and disposable munition, theyed just issue you with lots more dumb missiles to shoot. Remember, the imperial guard can tool up with loads of these things. Tau seeker missiles on the other hand.... The Free trait certainly fits.Arkon4000 (re: Hunter-killer missile) said:The AA-trait makes perfect sense for this missile, and would also represent a good supplement to the onboard system.
<snip>
I think about it. What do you think about the idea that we put this two weapons together in one weapon?
Hunter Killer Missile - Example
Range: unlimited
Damage: D10+5
Traits: Killshot - LZ (2") - one-shot - AA - Agile - Direct Fire - Free
I'd maybe consider changing the Missile Launchers AA round to reduce the Damage a bit, and drop the Agile.
Hunter Killer Missile - Example
Range: unlimited
Damage: D10+3
Traits: Killshot - LZ (2") - one-shot - AA - Direct Fire - Free
The weapon could be mounted on vehicles. Should we also design a normal portable AA missile for the Rocket launcher or not?
We may also defer that question for now and wait until we've developed some weapons for the other races. Then we can be even better determine which solution makes more sense. In my view it is also possible that there is no general answer for this question, because the solution is also very dependent on the single weapon and their combat role.Silvereye said:Hmm, difficult. There are also pros and cons to each, especially with how this would go down with the other races.Arkon4000 (re: Heavy Weapons) said:As I have already written above, the "Heavy" trait should avoid that a model shoot with this weapon if it use their special ability "Shoot on the run". The Question now which trait we keep in the profiles. I think the Heavy Trait is ok. But about the "Ready" and the "Slow" Trait, we should discuss.
1. Should a heavy weapon to be able to react or not? (slow)
2. When a heavy weapon is able to react, should this reaction require a "Ready" Action or not? (Ready)
Ok then we solve it with a general special rule. I think that we can explain this in the basic rules for the mod and we can also mention this rule in the unit description of the appropriately equipped models/vehicles.Silvereye said:OK, I like that we have a rules precedent. We can then simply describe Twin-linking a weapon as rolling double attack dice.Arkon4000 (re: Twin-linked) said:About these weapons, I thought long and hard. I have discussed this problem with Galatea, and we have solved the problem on the same principle as the twin fifty from SST. This weapon also has the double damage profile of a single caliber .50 BMG.
I see no problem on this weapons with this stats. The weapons lost their rerolls for the roll to hit from the original 40k-rules but get the double damage chance(!!). All weapons of all other armies that work this way, I would treat in the same way. That is not specific for the Space Marines.
I think you're right. The Land Raider can roll up to 12 damage dice with both systems in his front area. But we should give the Land Raider the ability to fire both systems in one shot action. Although I would set a fixed fire arc for this weapons, so the system can't fire in a 360° area around the tank.Silvereye said:Yep, I thought 12 dice to start with, then remembered a vehicle also mounts two of these systems. 2 times 12xD6+2 does not bear thinking about. Thats why I halved the Dice and used multi-hit to incraese the damage of shots. It does make it particularly effective against Space Marine equivalent infantry though.Arkon4000 (re: Hurricane bolters) said:Your proposal for the Hurricane Bolter System sounds good. You're right, that a damage profile would be pretty hard with 12 dices per system. However, we are talking about an assault vehicle which is intended to strike breaches. So the Hurricane Bolter System should be able to cause corresponding damage. I have to think about it...
We should not forget the storm grenade launcher for the Land Raider Crusader. We could create it in a similar mechanic like the Hellseed Y-Rack system of the Ape Marauder or as a Stream attack. Or do you have other ideas?
I'm now the same opinion. In the direct comparison with the heavy bolter, the assault cannon loses with their stats. However the Terminators have currently no access to a heavy bolter option. But I would upgrade the Terminator Assault Cannon, also to define this weapon from the storm bolter. My suggestion for a change would be this:Silvereye said:Both definitely needs work, the Terminator Assault cannon is just a poor version of the heavy bolter.Arkon4000 (re: Assault cannon) said:Dreadnought Assault Cannon
Range: 40"
Damage: 5x D6+3
Traits: Piercing/2 - Auto
Terminator Assault Cannon
Range: 30"
Damage: 4x D6+2
Traits: Piercing/1 - Auto
I made this profile as a proposal for the assault cannon to make the weapon more special. From my perspective, it makes no sense that Terminators and Dreadnoughts use the same weapon.
My reasoning was assumed that the terminator weapon is something that is comparable to today's minigun or mircogun.
The basic idea for the Dreadnought weapon was that is comparable to a weapon like the GAU-8 Avenger. A great walker should be able to carry a larger weapon than a servo-supported armour.
My profiles are based on the Sixgun from SST and on the GAU from Modern Combat. The only additional traits that would make sense for me yet, would be "Prone" and "Multihit". Prone only for the Terminator Weapon and Multihit for both weapons.
There is also the assault cannon on the Land-speeder and the twin-assault cannons on the Land Raider Crusader and Baal Predator. I'd go for vehicle mounted (Dreadnaught) and Terminator versions.
Assault Cannon - 10mm
Range: 50"
Damage: 6x D6+2
Traits: Piercing/3 - Auto
I've increased the range and the number of shots. I've also increased the piercing value, to represent the armor-piercing effect of this weapon. The weapon is still one point weaker than the heavy bolter, but the longer range and stronger piercing compensate this disadvantage.
I've also renounced to distinguish the weapons by Terminator type or Dreadnaught type but I take the calibre as a differentiator. With the help of this sign we can more easily determine what kind of weapon can be mounted on a vehicle / model. But in my view the Space Marines use for the twin-linked version of the assault cannon a smaller calibre then the heavy calibre what I write below.
You are right. I've made some thoughts after I had looked at the individual values again. Especially I was not aware of the problem within the Dreadnaught configuration. So thank you for your note. I incorporate some of your suggestions in my approach.Silvereye said:I kind of agree in splitting them into multiple sizes as the modern IFV autocannon seems to cover everything from 25mm (Bradley) to 100mm+ (BMP-3). Just as long as it has a high rate of fire.Arkon4000 (re: Autocannon) said:Destructor Autocannon
Range: 50"
Damage: 2x D10
Traits: Piercing/2
Twin-Linked Autocannon
Range: 50"
Damage: 4x D6+2
Traits: Piercing/1 - Auto
Let me explain why I would like to split this weapon. Based on the strength of autocannon from 40k I've written the first profile. This profile has been criticized as being too strong, because the Predator not only has access to this weapon. But a reduction of the weapon profile would made a Predator with this weapon nearly useless.
So I've considered how to divide the weapon useful. The main gun of a tank will certainly have a larger caliber than 30 or 40mm, so it was the only logical way, in my view, to use the first profile for the main gun. The twin-linked Autocannon is the only weapon of this type that is used in addition of the Space Marines. The Dreadnought can use it for example.
Here is the problem that this weapon is in direct competition with the assault cannon. Because the profile looks a little worse in comparison to the assault cannon, I had the following idea to make the weapon still attractive. We should give this weapon the "AA" Trait, because anti-aircraft guns are in short supply at the Space Marines anyway. And the Dreadnought can use two weapons of this type, one in each arm. With the AA-Trait for the weapon he become a good platform for anti aircraft fire. (Like the riflemen from Battletech)
The Destructor Autocannon I agree with you, strong is good and appropriate. I'd probably increase to piercing/3 and maybe add a LZ. The Annihilator turret would still be an upgrade on a predator. The Baal turret would still offer something different.
In the Dreadnaught role, it has to compete with the Dreadnaught assault cannon (40" 5xD6+3 Auto, Piercing/2), and twin-linked heavy bolter (40" 6xD6+3 Auto, Piercing/2, Multi-hit) (twin-linked las cannon and the missile launcher are for different roles)
The twin-linked autocannon can also fit as a reaper autocannon for Chaos Terminators, and could loose the twin-link for the Imperial guard man portable version. Hydra's and the Russ variant (and chimera upgrade?) could be based of the predator version.
Assault Cannon and Autocannon definitely need some thoughts.
But I think that a larger calibre gun has no high cadence. So I left the number of shots at the heavy auto cannon at a low level. The values are now comparable with the 40mm CTWS cannon from BF Evo MC of the British Army.
My proposed solution is as follows:
Heavy Autocannon (Destructor)
Range: 50"
Damage: 2x D10
Traits: Piercing/3 - LZ (2"/LoS) - Direct Fire
Light Autocannon (Twin-Linked)
Range: 60"
Damage: 4x D6+2
Traits: Piercing/2 - Auto - AA
Assault Cannon - 30mm
Range: 50"
Damage: 5x D6+3
Traits: Piercing/3 - Auto
Heavy Bolter (Twin-Linked)
Range: 40"
Damage: 6x D6+3
Traits: Piercing/2 - Auto - Multihit - Heavy - Prone (Losing this Traits if use as vehicle weapon or as twin-linked version)
I think with this change we make every weapon useful. We have different range areas, which be covered by the weapons. You get more shots, if you choose a weapon with a shorter maximum range. And each weapon has an individual trait combination which I think is quite appropriate.
Please do me a favour. Could you describe your considerations for the Reaper Auto Cannon, for the portable version of the IG, the Hydra and Russ versions in more details. So that I get a chance to see the direction in which your ideas go. That would be very helpful for me.
No problem.Silvereye said:Its the 40K throwback issue form before again. You can discount this suggestion.Arkon4000 (re: Demolisher Cannon) said:Why do you think that we have to reduce the range for the weapon? I know that the weapon is a siege weapon for a siege tank but if the range is to short the weapon is not really effective.
I think that you're right. That would simplify and expedite the flow of the game without creating too much the advantages.Silvereye said:Mainly just down to reducing the amount of record keeping. They are also sort of self limiting as they can only be placed with the use of a Ready action.Arkon4000 (re: Meltabomb) said:See my comment for the melta. I have set this trait, because I think the weapon is very powerful and even more if they have unlimited supply. But what is the reason that you think we have to remove the trait?
I buy a copy of Rogue Trader at ebay. I'm looking forward it. I hope I find a few more inspirations for this mod with this book.Silvereye said:I'm glad you didn't use the weapons, missiles and grenades from Rogue Trader.Arkon4000 said:I had taken this idea from the 2nd Edition.![]()
It's done. Puuh that was a lot of work. Sorry it become real epic.
I'm looking forward for your comments.
Greetz
Arkon