Jump to content

Recommended Posts

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.

Link to comment
Share on other sites

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

Link to comment
Share on other sites

 

 

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.

Link to comment
Share on other sites

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
Link to comment
Share on other sites

 

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.

 

 

 

 

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).

 

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 ? 

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

 

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.

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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 ;)

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.