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Here's some more Space Crusade house rules for you – this time a tweak to the Auto-Cannon and Assault-Cannon rules inspired by the way they work in Space Hulk and the rapid fire rules for the Skaven 'Ratling-Gun' in Warhammer Fantasy Battle.
Assault-CannonThe Assault-Cannon works in exactly the same way as stated on page 11 of the Space Crusade rule book but with the following additional rules:Sustained Fire The Assault-Cannon has an incredibly high rate of fire and can release a deadly hail of fire in one continuous burst. If you roll a 3 on any one dice when firing the Assault-Cannon, you may roll an additional Red Dice and add it to the score. You may roll an additional Red Dice for each 3 rolled even if a 3 is rolled on an additional dice that was rolled because another dice already rolled a 3, however you may never roll more than 2 additional Red Dice. You do not have to roll any additional Red Dice if you do not want to. Sustained Fire Example: ^ The Space Marine player rolls to fire their Assault-Cannon and gets a '1' and a '3'. They roll an additional Red Dice for the '3' they scored on the second dice. The additional dice also rolls a 3 which allows the Space Marine player to roll a 2nd additional dice which scores a 2. The over all total of all the dice is 9 which can be distributed among any eligible targets as the player sees fit Overheating The Assault-Cannon's barrels can reach incredibly high temperatures if used continuously. If 3 or more 3s are rolled when firing the Assault-Cannon, then it has overheated and cannot be fired during the next turn while it cools down. Place a marker next to the Marine with the Assault-Cannon to remind you that he cannot fire next turn. If the Assault Cannon overheats the total score rolled on all the dice is still used. If the Assault-Cannon overheats when firing the first time when an order has allowed it to fire twice in the same turn, then it cannot be fired the 2nd time. Auto-Cannons As well as the Space Marine Assault-Cannon these rules can also be applied to the Auto-Cannons carried by Genestealer Hybrids as detailed in White Dwarf 134. However you may want to use these rules to establish a difference between Auto-Cannons and Assault-Cannons by not allowing Auto-Cannons use the Sustained Fire rule. The Terminator Assault Cannon The Terminator Assault-Cannon detailed in White Dwarf 134 can also use these rules exactly as above. (the extra White Dice a Terminator Assault Cannon rolls cannot roll a 3 and thus doesn’t effect these rules in anyway) Assault Cannon Malfunction (optional) As a further optional rule you may want to allow players to fire an Assault Cannon that has Overheated instead of letting it cool down. In such circumstances there is a chance the Assault Cannon will Malfunction, if 2 or more 3's are rolled then the Assault Cannon explodes after firing! (as with Overheating targets may still be eliminated if the roll is high enough) In Space Hulk an Assault Cannon Malfunction kills the Marine carrying it, but you may want to rule that the Assault Cannon is lost with the same effect as the 'Out of Ammo' Alien Event Card. Note that if the Assault-Cannon survives being fired when Overheated it still needs to cool down in the next turn!
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
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Thank You I'm not sure - established 40k background dictates Chaos Space Marines don't have Assault Cannons, but they do have multiple-barrelled Reaper Auto-Cannons which would follow the same kind of rules
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
In reply to this post by MortiS-the-Lost
Yayh fantastic New rules
I am really enjoying adding these to my collection. Thank you Mortis for another amazing addition. I like the bounse die, it keeps you rolling. Your pictures and diagrams on all of your news is great. Keep up the top class work. |
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