Maelstrom brewing1/3/2024 Quite frankly placing artillery rounds accurately enough to hit a moving target like a human is crazy unrealistic. It most likely will miss but still catch them in the blast radius. (taking an earthshaker round to the chest is probably going to hurt a bit more than just being in a unit when one lands nearby!) That assumes that the earthshaker round can be placed accurately enough to hit that solo charictor. Set the maximum number of hits to the minimum roll - not based on the unit size, so some weapons with multiple dice for damage can hit single model units a bit harder. (taking an earthshaker round to the chest is probably going to hurt a bit more than just being in a unit when one lands nearby!)īlast D6/10, or 2D3/5 and so on would give a much larger number of variants for all the blast weapons that are available. So Blast D3/5 would give you D3 hits for every up to 5 models in the unit, so a 10 man unit gets 2D3, an 11 man unit gets 3D3.īlast D6/10, or 2D3/5 and so on would give a much larger number of variants for all the blast weapons that are available. Not sure I'd go with a flat increase per number of models, rather just add more dice based on model count so the minimum number of hits goes up, but the average goes up a bit slower. This also results in anti-horde weapons that can genuinely be more effective against light infantry swarms than against smaller, more expensive units if my unchecked guesstimations are correct. So a vanquisher will still only be so effective against a single model target like a rhino or carnifex, but it will more reliably take out a handful of models in a blob of ork boyz. The result is that you'll land more hits the larger the enemy unit is without having (much) impact on your performance against small units. Large blast: 1dx shots +2 shots for every 5 models in the unit ( rounding up). Small blast: 1dx shots +1 shot for every 5 models (rounding up) Torrent Flamer: 2d6 hits + 2 hits for every 5 models (rounding up) Examples:įlamer: 1d6 hits + 2 hits for every 5 models (rounding up) Wyldhunt wrote: I'm still a fan of just having blast/template weapons roll extra to-hit rolls against units with lots of models. Mathematically, you're more likely to hit more often against larger units, but the potential to completely miss still exists. Thus why I personally prefer my own suggestion. Mechanically, it puts an assumption of minimum number of hits/to-hit penalty countering onto a bunch of weapons that previously didn't have it. Fluff-wise, it seems weird that a demolisher cannon lobbing a single shell into the air is one of the most reliably ways in the galaxy to hit a speeding flyer. Historically, blasts were often less accurate than non-blasts when fired at small, spread-out squads. In this case you'd roll two separate D6s, each limited to the number of models in the unit, and total up the hits.Īlways hitting something feels odd to me though. Or you could have a weapon that is Heavy 2 with Blast ( D6). You roll a D3 once, generate that many hits (up to the number of models in the unit). So a plasma cannon, for example, would become Heavy 1 with the Blast (D3) rule. You're either in the blast or you aren't. You'll always hit at least something, but it's up to the dice how many models you hit and you can never hit a single model more than once with an explosion. Each hit becomes X hits, up to the number of models in the target unit. Peregrine wrote: I've said it before, but I'll say it again:īlast (X): this weapon hits automatically. It might also separate out high-explosive weapons from anti-tank weapons more effectively rather than making the high-rate-of-fire/intermediate-power weapons your most efficient choice against just about anything the way the current system does. I'd much rather see more blast weapons look like the Contemptor's conversion beamer where it gets one shot at some high S/ AP/D, and if that shot kills a model it does a random number of extra hits to the squad at a lower S/ AP/D. I find systems wherein direct-hit damage and blast damage are resolved differently (a la WHFB's blasts that hit the model under the center hole at one Strength and everyone else at half the Strength, or Warmachine's blasts with one Power on a direct hit and half Power for blast damage) feel better than 40k's uniform blast damage since they allow blast weapons to threaten both hard targets and soft targets more fairly, whereas in 40k a blast weapon has to have not enough shots to threaten small targets or it's too powerful against hard targets/not enough power to threaten hard targets so it can have enough shots to threaten small targets.
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