Part two – Guns and
swords
Two things to look at today, one is how melee weapons work
and the other is worked out ranged combat.
We have developed some basic statlines for models from our
previous post, and here they are.
|
Speed
|
MAT
|
RAT
|
ST
|
Def
|
Arm
|
LD
|
Hits
|
Special
|
Guard
|
5
|
5
|
5
|
5
|
13
|
15
|
7
|
1
|
|
Marine
|
5
|
6
|
6
|
6
|
13
|
18
|
8
|
1
|
Tough, Armoured
|
Terminator
|
5
|
7
|
6
|
7
|
13
|
20
|
9
|
5
|
Tough, Armoured, Reflector field
|
Let’s keep these stats in mind when calculating relevant
weapon strengths and special abilities as we want survivability to be
comparable, and we want the weapons to “feel right”. Now they won’t translate
over perfectly, but that’s ok, as long as they “feel right” it works for me.
Close Combat Weapons
– Guns for show, knives for a pro
Most close combat weapons in WM range from strength 2 for a
small knife, through to strength 8 for a giant two handed magical axe of
doom. Strength 5-6 seems normal for a
standard dedicated melee weapon. It’s
also worth noting that every nearly figure has a close combat weapon of some
type, even if it’s a boot knife for a guardsman.
There are also a lot of “special abilities” we can use, like
grievous wounds (ignores tough), Weapon master (additional damage), Armour
piercing (halves armour), Critical brutal (extra damage on critical hits) and
many others.
So, let’s throw together a table of sample melee weapons, we
will ignore pistols for now and do them later.
Weapon
|
Strength
|
Special
abilities
|
Boot knife/bayonet (Guard)
|
3
|
None
|
Combat Knife (Marine)
|
4
|
None
|
Chainsword
|
5
|
Reach
|
Power Sword
|
4
|
Weapon Master, Reach
|
Power Fist
|
6
|
Armour Piercing, Cumbersome (can only
attack with this weapon)
|
Thunder Hammer
|
6
|
Armour Piercing, Critical Knockdown,
Cumbersome
|
Lightning Claws
|
4
|
Weapon Master, Grievous wounds
|
Rending claw
|
5
|
Critical Brutal
|
Choppa
|
4
|
|
Big Choppa
|
6
|
|
Ok, some basic ideas there. A guard with a knife has a very
small change of killing a marine without a charge, and no chance against a
terminator. I’m fine with that. Weapon master for power weapons is probably a
better way of representing how good they are, overgiving them pure “armour
cracking”. It means they are great weapons, and very good at chopping up power
armour infantry. But not quite as brutal against very heavily armoured targets.
Power fists and Thunder hammers need something to represent the “go last” rule in 40k.
Power fists and Thunder hammers need something to represent the “go last” rule in 40k.
Cumbersome works, it takes away their pistol attack after the charge
round, reducing overall attack power. But when they do hit, things go
smoosh. A regular marine has zero chance
of surviving a direct power fist hit, but as most marine models already have 2
attacks in 40k, and have given one up in this system, so that sounds fair to
me.
Ranged weapons –
Don’t bring a knife to a gunfight
First of all, the big elephant in the room is range. Very
few weapons in WM have a range of over 15”, most basic infantry weapons in 40k
have 24” range.
My solution is to keep the 40k weapons at their current maximum ranges. A lascannon should be able to hit something across the table. The change will be in introducing range bands.
My solution is to keep the 40k weapons at their current maximum ranges. A lascannon should be able to hit something across the table. The change will be in introducing range bands.
We will break most ranged weapons ranges into 3 bands,
short, medium and long. At short range, there is no RAT penalty, at medium it
becomes -2 and at long range it is -4. Standard guns like lasguns and Bolters
will only have short and medium ranges, we will reserve long range for heavy
support type weapons.
Now with higher defences and cover out there, you will be
unlikely to snipe out a guardsman in cover at max range with your lascannon.
But you will probably still hit a tank out in the open. Standing still and
aiming will still give you the normal +2 to hit which will mitigate some of
this.
Assuming a tank will be Def 10, a guardsmen aiming at long
range with a lascannon will hit on 7+ on 2d6. About as often as they hit
anything now. The same shot against a guardsman in the open would be 10+ and
against a guard in cover, a natural 12.
The basic weapon strength will be 7+40k weapon strength.
This will make the weapons slightly more deadly than 40k, but you are hitting
less often so it should work out.
Weapon categories
Pistol – Can be
used in close combat and with other melee weapons, does not get charging bonus
on damage.
Rapid fire – Can
be fired twice in one activation, at -2 Rat for both shots. It becomes a
tactical decision to fire twice rapidly, or once for accuracy. I quite like
this idea.
Heavy – Cannot
move and fire weapon, but can rotate on the spot (I dislike that rule in WM and
I think a man portable lascannon should be able to turn and still be accurate)
Assault – Can use
the “assault” rule and fire at its charge target before melee.
Standard –
Functions like a normal gun in WM, some “assault” weapons in 40k would be
broken in WM rules if you could charge with them. Flamers to be precise.
Weapon
|
Class
|
Short
|
Medium
|
Long
|
Strength
|
Specials
|
Lasgun
|
Rapid
|
12
|
24
|
-
|
10
|
|
Bolter
|
Rapid
|
12
|
24
|
-
|
11
|
|
Bolt Pistol
|
Pistol
|
6
|
12
|
-
|
11
|
|
Heavy Bolter
|
Heavy
|
12
|
24
|
36
|
12
|
Autofire (3)
|
Flamer
|
Standard
|
Sp8
|
-
|
-
|
11
|
|
Heavy Flamer
|
Standard
|
Sp10
|
-
|
-
|
12
|
|
Plasma Pistol
|
Pistol
|
6
|
12
|
-
|
14
|
Critical “Get’s hot”, Grievous Wounds
|
Plasma Gun
|
Rapid
|
12
|
24
|
-
|
14
|
Critical “Get’s hot”, Grievous Wounds
|
Heavy Plasma
|
Heavy
|
12
|
24
|
36
|
14
|
Critical “Get’s hot”, Grievous Wounds
|
Lascannon
|
Heavy
|
12
|
24
|
48
|
15
|
Anti-tank
|
Autocannon
|
Heavy
|
12
|
24
|
48
|
14
|
Autofire (2)
|
Assault Cannon
|
Heavy
|
12
|
24
|
-
|
13
|
Autofire (4), Critical Brutal
|
Melta Gun
|
Assault
|
6
|
12
|
-
|
11
|
Armour Piercing, Critical damage at short range
|
Multi Melta
|
Heavy
|
12
|
24
|
-
|
11
|
Armour Piercing, Critical damage at short range
|
Missile (frag)
|
Heavy
|
12
|
24
|
48
|
12
|
Blast 4”
|
Missile (Krak)
|
Heavy
|
12
|
24
|
48
|
10
|
Armour Piercing
|
- Get’s hot works as a critical effect, when you roll a double on your to hit roll, roll damage at strength 11 instead of the weapons strength against yourself.
- Autofire means how many shots you get from one activation. All ranged weapons, unless mentioned otherwise can be activated only once.
- Anti-tank is a new special rule that gives the weapon +2 to hit and +2 damage against vehicles.
Conclusion
A handful of special rules added in, but not much. Next up I’ll be looking at building hero
characters and then doing a “bare bones” space marine list, without vehicles to
start playtesting.
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