Opinions on weapon

Nekomata

Mongoose
Since it doesn't seem that the Javelin will be released soon I'm going to improvise one for my own units.

Type-3 Daikyu AT Missile
Damage: 1d10+2
Range: 72"

This weapon causes a -4 penalty to Armor rolls and will cause extra damage (but only a d6 with no penalties to Armor roll) to all models within 1" of the center of the model is first damage dice is allocated to - these extra models need not be in line of sight. The Daikyu can be fired in either direct fire or arcing modes. On DF mode it counts as an AA weapon. On arcing mode it may only target vehicles and will receive a +2 bonus as if being fired from elevated terrain. This weapon may only be fired once per turn and never as a reaction, if fired in arcing mode a ready action must be taken before firing.

So, seem good or need revisions? I think the AT team will have a rule that they must be next to their ammo carriers to fire or something like that. The AT team will be 4 units, 2 missiles and two carriers armed with the Feral's standard assault rifle.
 
I agree it needs to reduce its range a bit.... The Ckem is only range 40, so something similar seems appropriate.

Rather than mess around with ammo and carrying crew I would just limit to 4 shots.

Also reading http://en.wikipedia.org/wiki/FGM-148_Javelin the pros and cons, the Javalin should always need a ready action before firing

Another drawback of the system is the reliance on a thermal view to acquire targets. The thermal views are not able to operate until the refrigeration component has cooled the system. The manufacturer estimates 30 seconds until this is complete, but depending on the ambient temperature, this process may take much longer.

Well given an action is supposed to only take seconds.... but thats game mechanics for you, 1 action should be fine.

I would say 30-40 points for a Javalin squad. (2 men) If the squad is reduced to 1 man it can't fire. Extra men can be purchased for the squad at 15 points each max 2.
 
Well, technically its not the Javelin, just based on the design, and Feral tech is supposed to be a step above most of the world, a necessity when you have a small population. So, the two person team was one thing I was considering, I'll take the range down to 40", forgot about the CKEM. The DF mode is supposed to be just point and click, no targeting required, mostly for quick shots at helos and light vehicles. I'm sure I'm missing something, but I haven't slept in awhile and not too minded.
 
sleep revised edition

Type-3 Daikyu AT Missile
Damage: 1d10+2
Range: 40"

This weapon causes a -2 penalty to Armor rolls and will cause extra damage (but only a d6 with no penalties to Armor roll) to all models within 1" of the center of the model is first damage dice is allocated to - these extra models need not be in line of sight. It may only be fired once per turn, and never as a reaction. If a size 2 or larger model is within the firezone you may opt to roll this weapon's damage dice against that model instead of allocating normally. Additionally, if you took a ready action before firing, this weapon gains an additional +2 against all units size 2 or larger.

sorta like a cross between rockets and sniper rifles, tried to word it like mongoose does
 
Nekomata said:
sleep revised edition

Type-3 Daikyu AT Missile
Damage: 1d10+2
Range: 40"

This weapon causes a -2 penalty to Armor rolls and will cause extra damage (but only a d6 with no penalties to Armor roll) to all models within 1" of the center of the model is first damage dice is allocated to - these extra models need not be in line of sight. It may only be fired once per turn, and never as a reaction. If a size 2 or larger model is within the firezone you may opt to roll this weapon's damage dice against that model instead of allocating normally. Additionally, if you took a ready action before firing, this weapon gains an additional +2 against all units size 2 or larger.

sorta like a cross between rockets and sniper rifles, tried to word it like mongoose does

Sounds good so far. I think the weapon is right now..... How do you get one in/ /as a squad? How many men in the squad and what cost? Also how does the lose of men affect the unit? How many rounds does the squad carry? Whats is the command distance for the unit?

I would suggest having it as a support squad (NOT a buy in for an infantry squad), with a minimum of 2 men in the squad, as its future tech you could say one is just ammo carrier. Or you could say that if the squad is reduced to 1 man that it requires a ready action to use, but does not gain the ready bonus.

How about 40 points, 2 men - 1 is just ammo carrier, no effect if lost.
35 points - Needs 2 men to fire normaly, if reduced to 1 man (either can fire weapon) then needs a ready action to load (this will carry over turns) a further ready action can be taken immediatly before firing to gain the ready bonus mentioned above.

In either case the squad carries pistols for self defence range 10 D6-1.
 
I'm still trying to define the Feral force structure at the company level down. Like, I'm still trying to decide how the fire teams in an infantry squad will be organized.
But for now this is what I'm thinking, the at squad will be support, build on heavy infantry standards, heavy armor, tough, but will be slower to account for the extra weight of the ammo. 3 person team, with 5 missiles, 1 preloaded and 4 reloads. A ready action will be needed to reload, which will carry over to acount for matt's new ruling. For close combat they will carry a PDW on par with the P90 and MP7, say 2xd6 12". They will be equipped with the same land warrior knock off as all Feral infantry.

On a company level, based on USMC from the rulebook, 2 heavy squads, 2 light squad, 2 AT squads(Su), 1 cheeta(Su), 2 tora(Ar), ?? landlord IFV(Tr)(haven't started on it yet), and 2 wraith gunships. I spent about 3 hours yesterday trying to come up with a fomula to the point costs, just to decide there isn't one. Thanks to photoshop I've started making my own cards too.
 
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