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stat wise, currently or historically?
 

Was looking at the starfang’s weapons profile, and realized I feel like the stat line kind of fits eldar in general perfectly 

 

(d)3 shots S6 AP-3 2D seems to fit eldar really well. Fast(shooting) finesse weapon. s6 tells me it’s not a brute strength gun, but AP-3 tells me its tech level is high, while 2 damage shows it’s fairly hard hitting overall.

 

for guard I feel like it’s a combo of weapons that are technically upgrades. The heavy stubber and HKM together epitomize what the guard is.

stubber’s high ROF, low S no AP and low damage  just seems to fit the infantry perfectly, and the HKM’s high S, AP, and damage potential represents the guard’s armor very well.

 

what else do yall have?

Edited by Inquisitor_Lensoven
12 hours ago, Inquisitor_Lensoven said:

stat wise, currently or historically?
 

Was looking at the starfang’s weapons profile, and realized I feel like the stat line kind of fits eldar in general perfectly 

 

(d)3 shots S6 AP-3 2D seems to fit eldar really well. Fast(shooting) finesse weapon. s6 tells me it’s not a brute strength gun, but AP-3 tells me its tech level is high, while 2 damage shows it’s fairly hard hitting overall.

I think this is a good example. It is efficient, it is reliable and it is focused on doing something very well. While Eldar Aspect Warriors embody this principle, this is a weapon that shows the same mindset. 

 

I think a different example of that is monofilament weapons for Eldar, particularly the Doom Weavers of the Night Spinner. It's a weapon that ludicrously overcomplicates killing infantry indirectly, and ends up being less effective than firing an explosive shell at the target like an Earthshaker Cannon. There seem to be a lot of overly high tech weapons that Eldar enjoy, even though the rules give more crude technology better rules at times. Sometimes they seem to take an efficiency hit to do things with style.

  • 4 weeks later...

To be honest, I think the starfang stats mostly reflect that the designers think armies need guns that can easily "erase" marines.

As for weapons that embody/express their faction well, I've always felt that both the bolter, chainsword and power fist were very iconic for marines/chaos marines (even if other factions also have access to them). Similarly, I like the lasgun for guard and the splinter rifle for DE. For Tyranids, I have always loved the fleshborer, barbed strangler and the scything talons (however, I am inexplicably un-fond of the bonesword).

I guess I am generally most fond of "line trooper" weapons and how they emphasise what the army is about (weight of fire for guard, poison for DE, yuckiness for Tyranids and relative elite status for marines - even if bolters have traditionally not been super well statted)

Edited by Antarius

For the Kroot, I think the Farstalker Accelerator Bow in Kill Team really ties well with the faction identity. It's a piece of equipment that is simultaneously advanced and primitive. It's versatile, with its choice of arrows allowing to answer specific threats.

 

This parallels with the Kroot being a race of space primatives that nonetheless have spaceships and their genetic consumption giving the entire race the ability to adapt to environments and threats.

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