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  On 9/22/2015 at 6:44 PM, Raktra said:

I'm still not settled with my rules :sad.:

At least you have rules. Though I have some homework to do concerning LA:Warbringers (May not take Destroyers, for starters) and VE special units (jumppack + handflamer "Worldburners" and zone mortalis "Saturators" with high-spread weapons)

  On 9/22/2015 at 8:35 PM, MikhalLeNoir said:

Watch out. The wardens utilize jumppacks and handflamers for the luth. Wouldn't they be too similar?

I'm sure I can fit another area denial weapon here. Some sort of chem-grenade launcher, or other destroyer-ish weapons, but in a way that doesn't make them "Destroyers by another name". Perhaps specialized airborne grenadiers.

  On 9/22/2015 at 2:38 PM, MikhalLeNoir said:

Was it mere dice luck or not? And how did the brosverse primarchs now fare against her?

 

Haven't tested brosverse Primarchs yet, I will be testing Ratka against Mortera first. And I tried to control the number of 'fluke' rolls. i.e., if on eight attacks a Primarch rolled no hits when hitting on 4s, I would reroll the whole set. Stuff like that to try and eliminate statistical outliers

  On 9/22/2015 at 9:18 PM, Skalpynock said:

 

  On 9/22/2015 at 8:35 PM, MikhalLeNoir said:

 

Watch out. The wardens utilize jumppacks and handflamers for the luth. Wouldn't they be too similar?

I'm sure I can fit another area denial weapon here. Some sort of chem-grenade launcher, or other destroyer-ish weapons, but in a way that doesn't make them "Destroyers by another name". Perhaps specialized airborne grenadiers.

 

What about grenade launchers with fireburst and gas grenades? For a squad with jump packs that would make a great hit and run denial unit.

Hmm, just putting this out there as potential wargear ideas / Starting point:

Astartes-Grade Special Munitions Grenade Launcher:

  • Phosphex Shell: Range 18" S4 Ap2 Assault 1, Poisoned (3+), Lingering Death, Crawling Fire, Blast (3"), Gets Hot!
  • Gas Shell: Range 18" S2 Ap 5, Assault 1, Poisoned (2+), Blind, Blast (3"), Choking Gas (Forces re-roll on successful Blind Tests on non void-hardened armor, non 2+ equipped infantry), Ignores Cover
  • Airburst Incendiary Shell: Range 24" S5 Ap 4, Assault 3, Ignores Cover, Blast (3"), Airburst (Barrage that cannot draw LoS from Nuncio-Vox/Cognis Signum equipped models)
  • Concussion Shells: 24" S6 Ap3, Assault 1, Concussive, Blind, Blast (3"), Quake (Non-Vehicle, non-GMC Models hit move at half movement rate until the next turn).
Edited by Slipstreams
  On 9/22/2015 at 9:18 PM, Skalpynock said:

 

  On 9/22/2015 at 8:35 PM, MikhalLeNoir said:

Watch out. The wardens utilize jumppacks and handflamers for the luth. Wouldn't they be too similar?

I'm sure I can fit another area denial weapon here. Some sort of chem-grenade launcher, or other destroyer-ish weapons, but in a way that doesn't make them "Destroyers by another name". Perhaps specialized airborne grenadiers.

 

 

  On 9/22/2015 at 11:12 PM, Chief Captain Redd said:

 

  On 9/22/2015 at 9:18 PM, Skalpynock said:

 

  On 9/22/2015 at 8:35 PM, MikhalLeNoir said:

Watch out. The wardens utilize jumppacks and handflamers for the luth. Wouldn't they be too similar?

I'm sure I can fit another area denial weapon here. Some sort of chem-grenade launcher, or other destroyer-ish weapons, but in a way that doesn't make them "Destroyers by another name". Perhaps specialized airborne grenadiers.

 

What about grenade launchers with fireburst and gas grenades? For a squad with jump packs that would make a great hit and run denial unit.

 

 

  On 9/22/2015 at 11:43 PM, Slipstreams said:

 

Hmm, just putting this out there as potential wargear ideas / Starting point:

Astartes-Grade Special Munitions Grenade Launcher:

  • Phosphex Shell: Range 18" S4 Ap2 Assault 1, Poisoned (3+), Lingering Death, Crawling Fire, Blast (3"), Gets Hot!
  • Gas Shell: Range 18" S2 Ap 5, Assault 1, Poisoned (2+), Blind, Blast (3"), Choking Gas (Forces re-roll on successful Blind Tests on non void-hardened armor, non 2+ equipped infantry), Ignores Cover
  • Airburst Incendiary Shell: Range 24" S5 Ap 4, Assault 3, Ignores Cover, Blast (3"), Airburst (Barrage that cannot draw LoS from Nuncio-Vox/Cognis Signum equipped models)
  • Concussion Shells: 24" S6 Ap3, Assault 1, Concussive, Blind, Blast (3"), Quake (Non-Vehicle, non-GMC Models hit move at half movement rate until the next turn).

 

Yeah ! I like this idea ! But to avoid having "destroyers by another name" it might be best to stay away from the phosphex ?

That airburst shell looks nasty with assault 3, it might be slightly too strong for something that's supposed to be hand-held and airborne ? The others might be too, I'm very bad at appreciating the worth of these kinds of things...

 

Would these grenadiers probably be jet pack rather than jump pack ? 

They were made for 1 in 5 Application. Shorter Ranges also help them in this regard.

 

I'd also posit that they'd be singular choices for more generalist application

 

ie: Comes standard with Frag Grenade Shells but can upgrade to one of these sub-types such as:

  • +25pts for Phosphex Shells
  • +15pts for Gas Shells
  • +20pts for Airburst Indcendiary Shells
  • +25pts for Concussion Shells

If they were made for a Squad-wide application, Phosphex would be out instantly and Airburst toned down to being Salvo 1/3 or Suspensor-Web'd

 

Jetpacks would be ill advised since Jump-Shoot-Jump would make the unit pretty crazy.

 

Also, comparatively speaking, a Rad Missile is 48" S5 Ap3 Heavy 1 (24" Assault 1 with Suspensor-Webs), Fleshbane, Rad-Phage for +25pts on Destroyer Marines.

Ok, I tested Mortera against Raktra. In all cases it is an exceptionally close fight, most combats ending with the survivor down to one or two wounds. I am very satisfied with this result, and if the bouts against Pionus and Gwal return a similar result, I believe I will have a final version of Mortera's profile

So, made a quick sketch to get a better idea of the Woldburners: http://i.imgur.com/jXDFdKh.jpg

Wargear wise I'm thinking this:

-PA

-Jump Pack

-Bolt Pistol

-Gracchus-pattern multilauncher with default frag, options for Gas, Airburst (nerfed) and Concussion

--1 in 5 may replace bolt pistol with handflamer (but must take frag on his launcher)

--Whole squad may replace BP wirh chainaxes

--Sarge may switch launcher or BP for power weapon

Another Thought: 30k Combi-Weapons have the Option for a Combi-Grenade Launcher.

 

You could give your Worldburners a Combi-Grenade Launcher as Standard with options to buy shells on a Per-Squad Basis (meaning no mix n' matching in the same squad) or, pay a higher premium and swap to full-on Grenade Launchers, again with the Option to buy specialist shells.

 

This way, you either have a Single Grenade Shot per marine + 1 Bolter for the rest of the game.

 

or

 

Pay X points for Grenade Launchers.

  On 9/23/2015 at 10:04 AM, Lord Thørn said:

Hmmm, I'm just thinking if it would be possible to make a pistol version of this grenade launcher, that could be given to the sarge ?

I don't see why not 12" range, but I'd go with Assault 1 over pistol, just because that could be dangerous for the user in CC. I'm thinking like a sawed off version of the M79.

  On 9/23/2015 at 9:36 PM, Chief Captain Redd said:

 

  On 9/23/2015 at 10:04 AM, Lord Thørn said:

Hmmm, I'm just thinking if it would be possible to make a pistol version of this grenade launcher, that could be given to the sarge ?

I don't see why not 12" range, but I'd go with Assault 1 over pistol, just because that could be dangerous for the user in CC. I'm thinking like a sawed off version of the M79.

 

That sort of defeats the point I was aiming at: pistol grenade launcher and ccw for the sarge.

Can't really imagine the point of a Grenade launcher pistol. Just throw it, then you get the Parabola to it. While in game terms, yes, a Pistol Grenade launcher makes another potentially viable option, the logical button in my head is pressed and its crying false.

Having tested Mortera against Gwal and Pionus, I am very happy with where she is right now. Mortera beat Gwal with ~2 wounds left on most of the tests, and beat Pionus with one wound left (very close fight, she managed to pass a FNP check which allowed her to secure the deathblow against Pionus). The bout against Pionus lasted an exceptionally long time, which is exactly what I'm looking for

  On 9/24/2015 at 11:06 PM, Talonair said:

Having tested Mortera against Gwal and Pionus, I am very happy with where she is right now. Mortera beat Gwal with ~2 wounds left on most of the tests, and beat Pionus with one wound left (very close fight, she managed to pass a FNP check which allowed her to secure the deathblow against Pionus). The bout against Pionus lasted an exceptionally long time, which is exactly what I'm looking for

As i like gwals rules now there is only one balancing issue for me left. As you playtested him now a lot. Would you say his reroll aith 5 + makes up for his starting stats or would the 4+ reroll balance that out more?

Thx in advance ;)

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