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Weapons

Gold Bearer
This post was updated on .
BLOOD ANGELS
Assault Cannon, Missile Launcher, Plasma Gun, Incinerator, Gauss Cannon.

IMPERIAL FISTS
Assault Cannon, Missile Launcher, Plasma Gun, Incinerator, Melta Gun.

ULTRA MARINES
Assault Cannon, Missile Launcher, Plasma Gun, Incinerator, Icer.


WEAPON LIST

New Guns
The Incinerator is the Flame Gun from Voyage Beyond. The Heavy Flamer, Heavy Assault Cannon, Hellfire Cannon and Conversion Beam Projector are from White Dwarf.

Incinerator: 2R Fires in a cone shape with the total of the dice in a 1, 3, 5, 5, 7 pattern.

Flamer: 1R+1W Targets a 3x3 area and can target out of sight squares as long as at least one of the nine is in sight.

Icer: 2R Single target in sight misses their next turn if their AV is at least equaled (and are damaged as normal if their AV is beaten).

Electro-Cannon: 2R Can be fired again if the previous target is destroyed and is in sight of both the previous target and the shooter.

Gauss Cannon: 1W Single target in sight receives the same damage as the dice score.

Melta Gun: 4R Standard Plasma Gun rules but loses one power for each square after the first.

Plasma Cannon: 3R Standard Plasma Gun rules. (Dark Angels)

Rail Gun: 1R+3W Standard Plasma Gun rules but loses one power for each target already attacked. (Eldar)

Scatter Laser: 1R+4W Standard Assault Cannon rules but jams (white dice are ignored) if the red dice is 0. (Eldar)

Avenger Shuriken Catapult: 1R+2W Two shots, range twelve. (Aspect Warrior)

Mandiblaster: 2R Can shoot an adjacent (including diagonally) target once per turn without using an action. (Aspect Warrior)

Reaper Launcher: 1R+1W The white dice on the surrounding eight squares, two shots, shots can be combined for 2R+2W and the 2W on the surrounding eight squares. (Aspect Warrior)

Firespike Rifle: 2R+1W Standard Fusion Gun rules. (Aspect Warrior)

Las Blaster: 1R+1W Targets a 2x2 area. (Aspect Warrior)

Death Spinner: 2R Fires in a diamond shape with the total of the dice in a 1, 3, 5, 7, 5, 3, 1 pattern. (Aspect Warrior)

Prism Rifle: 1W Attacks with one additional red dice for each AV of the target. (Aspect Warrior)

Grenade Launcher: 1R+1W Total on the target square, the red dice on the eight surrounding squares and the white dice on the surrounding sixteen. (Squats/Terminators)

Las Gun: 3W Standard Las Cannon rules. (Squats)

Light Icer: 1R+1W Standard Icer rules. (Flesh Tearers/Squats)

Light Plasma Gun: 1R+1W Standard Plasma Gun rules. (Dark Angels/Flesh Tearers/Sisters Of Battle)

Light Incinerator: 2R Fires in a cone shape with the total of the dice in a 1, 3, 5, 7 pattern. (Flesh Tearers/Sisters Of Battle)

Light Flamer: 2W Targets a 3x3 area and can target out of sight squares as long as at least one of the nine is in sight. (Flesh Tearers/Sisters Of Battle)

Light Melta Gun: 4R Standard Plasma Gun rules but loses two power for each square after the first. (Flesh Tearers/Sisters Of Battle)

Light Plasma Cannon: 2R Standard Plasma Gun rules but with a range of twelve squares. (Orks)

Heavy Plasma Cannon: 2R+2W Standard Plasma Gun rules but can't move and shoot in the same turn. (Orks)

Heavy Incinerator: 2R Fires in a cone shape with the total of the dice in a 1, 3, 3, 5, 5, 7 pattern. (Terminators/Sisters Of Battle)

Heavy Flamer: 2R Targets a 3x3 area and can target out of sight squares as long as at least one of the nine is in sight. (Terminators/Sisters Of Battle)

Heavy Melta Gun: 4R Standard Plasma Gun rules but loses one power for every two squares travelled after the first. (Terminators/Sisters Of Battle)

Heavy Plasma Gun: 1R+2W The red dice on the two lines next to the target line. (Terminators/Sisters Of Battle)

Heavy Missile Launcher: 3R Total on the target square, lowest two on the surrounding eight and lowest single dice on the surrounding sixteen. (Terminators)

Heavy Assault Cannon: 2R+1W Standard Assault Cannon rules. (Terminators)

Heavy Icer: 1R+3W Single target in sight misses their next turn if their AV is at least equaled (and are damaged as normal if their AV is beaten). (Terminators)

Heavy Gauss Cannon: 1R Single target in sight receives the same damage as the dice score. (Terminators)

Conversion Beam Projector: 2R Has to score under the target's AV to cause damage, can't move and shoot during the same turn. (Terminators)

Cyclone Rocket Launcher: 1R+1W Can fire any number of rockets if you don't move (starts with 12 and can fire another weapon once as well if an order card allows you to fire twice). Each rocket attacks with 1R+1W dice on the target square and the red dice on the eight surrounding squares and can be combined or fired separately, so three combined rockets would attack with 3R+3W on the target square and the total of the three red dice on the eight surrounding squares. If the terminator is killed a white dice is rolled and on a one or two the eight surrounding squares are attacked with the total of one red dice for each remaining rocket as they explode. (Terminators)

Hellfire Cannon: 2R Can fire as a Heavy Bolter or as a Missile Launcher. If fired as a Missile Launcher an entire turn has to be spent reloading before it can fired as a Missile Launcher again. (Salamanders/Scouts)

Plasma Pistol: 2W Standard Plasma Gun rules but with a range of twelve squares, 2W in hand-hand. (Flesh Tearers/Nova Marines)

Flame Pistol: 2W Targets a 3x3 area and can target out of sight squares as long as at least one of the nine is within twelve squares and in sight, 2W in hand-hand. (Flesh Tearers/Howling Griffons)

Las Pistol: 2W Targets a 2x2 area with at least one square within twelve squares and in sight and can shoot twice with 1W for each shot, 2W in hand-hand. (Flesh Tearers/White Panthers)

Super Heavy Plasma Gun: 4R, Plasma Gun rules but with the total of the highest plus the lowest dice on the two lines next to the target line, can't move and shoot. (Flesh Tearers)

Super Heavy Missile Launcher: 4R on the target square, total of the two highest on the eight surrounding squares and single highest dice on the surrounding sixteen, can't move and shoot. (Flesh Tearers)

Super Heavy Las Cannon: 4R Standard Las Cannon rules but shots can be split up to four ways, can't move and shoot. (Flesh Tearers)

Guardian Spear: 3W in shooting and hand-hand and can attack diagonally causing the opponent to roll one dice less. (Deathwatch)

Techxorcism Gun: 2R, 4R against a mechanical target. (Deathwatch)

Atomizer Cannon: 4R Standard Plasma Gun rules but loses one power for every three squares travelled including the first. (Deathwatch)

Frag Cannon: 1R, +1W for each AV of the target, fires in a cone shape 1, 3, 5, 7, etc pattern and attacks targets that are both in sight and in the area of effect and has to roll under the target's AV to damage them, roll separately for each target, a target on the first square is hit with the total of the dice, targets in the second row are hit with one more power, targets in the third row with two more power, etc. (Deathwatch)

Deathwatch Shotgun: 2R+1W Fires in a cone shape 1, 3, 5, 7, etc pattern and attacks targets that are both in sight and in the area of effect, roll separately for each target, a target on the first row is hit with the total of the dice, targets in the second row are hit with one less power, targets in the third row with two less power, etc. (Deathwatch)

Triflame Vambrace: Range of twelve squares and three modes of fire, Burst: Attacks a 3x3 area with 2W, Concentrated: Attacks a 2x2 area with 1R+1W, Wide: Fires in a cone shape with 2R in a 1, 3, 5 pattern.

Infernus Heavy Bolter: Suspensored combi-weapon that can fire as a Heavy Bolter or as a Heavy Flamer. (Deathwatch)

Hellfire Flamer: 2R Attacks a 4x4 area and can target out of sight squares as long as at least one of them is in sight, if any of the targets in the area of effect are a type of tyranid or genstealer then roll 4W and apply the total of the six dice to those targets. If you're using the weapon progression rules then it has the same progression as a Heavy Flamer but with the surrounding squares creating an increased area of effect.(Deathwatch)


Weapon Levels
This can be incorporated into the rank system or as a set progression through the campaign or a reward for scoring the most points in the previous mission, or to make the mission objectives more important level 2 weapons could be a reward for completing the secondary objective in the previous mission and level 3 weapons for completing the primary objective and use points to decide who gets the level 2s if the same player completes both missions.

Bolter Weapons
L2: Can fire twice at the same target if you don't move during the same turn.
L3: Can fire twice and at separate targets if you don't move during the same turn.

Shurikens
L2: Extra shot if you don't move during the same turn.
L3: Extra shot (not a second extra shot) if you move no more than half rate during the same turn.

Plasma Gun
L2: Lowest dice on the two lines next to the target line.
L3: Highest dice on the two lines next to the target line.

Missile Launcher
L2: Lowest dice on the sixteen surrounding squares (middle dice if Super Krak Missiles apply).
L3: Roll three red dice, highest + lowest on the target square, highest on the surrounding eight, middle dice on the surrounding sixteen.

Assault Cannon
L2: Extra white dice and use the highest two.
L3: Another extra white dice and use the highest three.

Fusion Gun
L2: Reroll one 0 if at least two 0s are rolled.
L3: Reroll two 0s if at least two 0s are rolled.

Conversion Beamer
L2: Can fire at any wall square in sight, use the angle of the wall to determine direction if not fired on a straight line.
L3: The squares surrounding the usual surrounding square are attacked with -2 of the total, the squares surrounding those with -3, etc.

Las Cannon
L2: Can fire before and after moving and +1W for a single combined shot.
L3: Can fire single shots in between movement, 2R+1W for combining two shots and 4R for a single combined shot (3R for Eldar).

Tarantula
L2: Can fire using a single dice, total still six.
L3: Can fire using any amount of dice, total still six.

Incinerator
L2: Fires in a cone shape 1, 3, 5, 7, 7, 9 pattern.
L3: Fires in a cone shape 1, 3, 5, 7, 9, 9, 11 pattern.

Flamer
L2: The white dice on the sixteen squares surrounding the nine target squares.
L3: The red dice on the surrounding sixteen squares and the white dice on the surrounding twenty-four.

Icer
L2: Total of the dice on a 2x2 area.
L3: Total of the dice on a 3x3 area.

Electro-Cannon
L2: Can shoot any target that's in sight of the shooter or in sight of the last destroyed target.
L3: Can shoot any target that's in sight of the shooter or in sight of the last destroyed target ignoring any blocking allies or enemies.

Gauss Cannon
L2: Two white dice and causes the same damage as the score of the highest one.
L3: Three white dice and causes the same damage as the total of the highest two.

Melta Gun
L2: Loses one power for every two squares traveled including the first.
L3: Loses one power for every four squares traveled including the first.

Plasma Cannon
L2: Middle dice on the two lines next to the target line, can still fire as level 1.
L3: Highest dice on the two lines next to the target line, can still fire as level 1.

Rail Gun
L2: Can fire at a single target in sight.
L3: Doesn't lose power for multiple targets.

Scatter Laser
L2: Only jams if at least two of the white dice are also 0s.
L3: Only jams if at least three of the white dice are also 0s.

Avenger Shuriken Catapult
L2: Range eighteen and can shoot three times with 1R+1W.
L3: Range twenty-four and can shoot four times with 1R.

Mandiblaster
L2: Can shoot the same target twice.
L3: Can shoot two different targets.

Reaper Launcher
L2: Red dice on the eight surrounding squares.
L3: White dice on the surrounding sixteen squares.

Firespike Rifle
L2: Extra white dice for each target after the first.
L3: Extra red instead of white dice for each target after the first.

Las Blaster
L2: Can fire twice with two white dice for each shot and can fire before and after moving.
L3: Can fire three times with two white dice for each shot and can fire in between movement.

Death Spinner
L2: Fires in a diamond shape 1, 3, 5, 7, 9, 7, 5, 3, 1 pattern.
L3: Fires in a diamond shape 1, 3, 5, 7, 9, 11, 9, 7, 5, 3, 1 pattern.

Prism Rifle
L2: Extra white dice against dreadnoughts and bulkheads.
L3: Extra white dice against any mechanical target and bulkheads (two extra in total against dreadnoughts and bulkheads).

Grenade Launcher
L2: Highest dice on the eight surrounding squares.
L3: Red dice on the surrounding sixteen squares.

Las Gun
L2: Can fire before and after moving and four white dice for combining all three shots.
L3: Can fire single shots in between movement, three white dice for combining two shots and five white dice for combining all three shots.

Light Icer
L2: Targets up to three directly adjacent squares, all of which must be in sight.
L3: Attacks the target square and the four squares directly adjacent to it, only the target square needs to be in sight.

Light Plasma Gun
L2: White dice on the two lines next to the target line.
L3: Red dice on the two lines next to the target line.

Light Incinerator
L2: Fires in a cone shape 1, 3, 5, 7, 9 pattern.
L3: Fires in a cone shape 1, 3, 5, 7, 9, 11 pattern.

Light Flamer
L2: Average of the dice rounding down on the sixteen squares surrounding the nine target squares.
L3: Average of the dice rounding up on the surrounding sixteen squares and rounding down on the surrounding twenty-four.

Light Melta Gun
L2: Loses two power for every two squares traveled including the first.
L3: Loses two power for every four squares traveled including the first.

Light Plasma Cannon
L2: Range of 18 squares.
L3: Range of 30 squares.

Heavy Plasma Cannon
L2: Total of the two white dice on the two lines next to the target line.
L3: Total of the highest red dice and highest white dice on the two lines next to the target line.

Heavy Incinerator
L2: Fires in a cone shape 1, 3, 5, 5, 7, 7, 9 pattern.
L3: Fires in a cone shape 1, 3, 5, 7, 7, 9, 9, 11 pattern.

Heavy Flamer
L2: The highest dice on the sixteen squares surrounding the nine target squares.
L3: The total on the surrounding sixteen squares and the highest dice on the surrounding twenty-four.

Heavy Melta Gun
L2: Loses one power for every three squares traveled after the first.
L3: Loses one power for every six squares traveled after the first.

Heavy Plasma Gun
L2: Highest dice on the two lines next to the target line.
L3: Total of the two highest dice on the two lines next to the target line.

Heavy Missile Launcher
L2: Total of the dice on the target square, highest + lowest on the surrounding eight and the other dice on the surrounding sixteen.
L3: Total of the dice on the target square, two highest on the surrounding eight and highest single dice on the surrounding sixteen.

Heavy Assault Cannon
L2: Extra white dice (2R+2W).
L3: Another extra white dice (2R+3W).

Heavy Icer
L2: Attacks the target square and any of the four squares directly adjacent to it that are in sight.
L3: Attacks the target square and the eight squares adjacent to it, only the target square needs to be in sight.

Heavy Gauss Cannon
L2: One red and one white dice, causes the same damage as the total.
L3: One red and three white dice, causes the same damage as the total of the highest two.

Conversion Beam Projector
L2: Can shoot after moving if you move no more than half rate.
L3: No movement penalty for moving and shooting in the same turn.

Cyclone Rocket Launcher
L2: Can shoot without using an action and can fire another weapon twice if an order card allows you to but still can't move and shoot during the same turn.
L3: Can shoot using L1 rules if you move no more than half rate during the same turn but it counts as action.

Hellfire Cannon
L2: Can move up to three squares, fire and then move up to another three squares.
L3: Can fire freely in between movement.

Plasma Pistol
L2: Range increased to 16 squares and the lowest dice on the two lines next to the target line with a range of eight squares.
L2: Range increased to 20 squares and the highest dice on the two lines next to the target line with a range of ten squares.

Flame Pistol
L2: The lowest dice on the sixteen squares surrounding the nine target squares.
L3: The highest dice on the surrounding sixteen squares and the lowest on the surrounding twenty-four.

Las Pistol
L2: Can shoot three times with 1W.
L3: Can shoot once with 3W.

Super Heavy Weapons
L2: Can move up to half rate and shoot in the same turn.
L3: No movement penalty for moving and shooting in the same turn and can be fitted with a targeter.

Guardian Spear
L2: Can shoot the same target after attacking in hand-hand.
L3: Can shoot and attack in hand-hand during the same turn.

Techxorcism Gun
L2: 4R+2W against a mechanical target.
L3: 4R+4W against a mechanical target.

Atomizer Cannon
L2: Loses one power for every five squares traveled after the first.
L3: Loses one power for every eight squares traveled after the first.

Frag Cannon
L2: Can fire at a single target replacing the red dice with a white dice.
L3: Can fire at a single target without rolling the red dice.

Deathwatch Shotgun
L2: Can fire at a single target with 3R+1W, -1 for each square after the first.
L3: Can fire at a single target with 3R+2W, -1 for each square after the first.

Triflame Vambrace
L2: Can fire two modes and another gun if you don't move during the same turn.
L3: Can fire all three modes and another gun if you don't move during the same turn.


Melee Weapons
Frost, Hellfire, Plasma and Black melee weapons are all power weapons (Hellfire adds one to the amount you win the combat by).

Power Weapons
L2: If you have a power weapon and your opponent doesn't or you have two power weapons and you opponent has one then as long as you don't score 0 you win the combat by one if your scores are equal or by two if you have two power weapons and your opponent doesn't have any. If your opponent has the same number of power weapons then the highest level wins by one.
L3: If you have a power weapon and your opponent doesn't or you have two power weapons and you opponent has one then as long as you don't score 0 you win the combat by two if your scores are equal or by three if you have two power weapons and your opponent doesn't have any. If your opponent has the same number of power weapons then the highest level wins by two.

Chain Weapons
L2: The opponent rolls one less red dice if they use both (and one less white dice for Scorpion Chanswords) when attacked diagonally.
L3: The opponent loses an additional white dice if they use any when attacked diagonally.

Thunder Weapons
L2: You can reroll any amount of either the white dice or the red dice once and at the same time when the weapon is detonated.
L3: You can reroll any amount dice once at the same time when the weapon is detonated.

Lightning Weapons
L2: One extra white dice for each Lightning weapon when fighting a mechanical enemy.
L3: One extra red dice instead of an extra white dice for each lightning weapon when fighting a mechanical enemy.

Force Weapons
L2: One white dice is replaced with a red dice during your own turn, doesn't apply to both weapons if you have two.
L3: Another white dice is replaced with a red dice during your own turn, doesn't apply to both weapons if you have two.

Xenophase Weapons
L2: One extra white dice during your own turn.
L3: You always get the extra white dice.
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Re: GUNS, GUNS, GUNS!

Tony1978
There's a lot of stuff to analize, here. Nice!

Gold Bearer wrote
Bolters
L2: Can fire twice at the same target if you don't move during the same turn.
L3: Can fire twice and at separate targets if you don't move during the same turn.
But, what happens with the "Fire!" or "By sections!" orders?
My work:
http://www.boardgamegeek.com/filepage/39683/the-basical-logic-of-space-crusade (The basical logic of Space Crusade - ENG)
http://www.mediafire.com/?ui42yfyadpmgtn3 (An analysis of boarding squads - ITA)
http://www.mediafire.com/?uzprfbxl9nx6mmt ("A new hope" - Dinamic missions - ITA)
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Re: GUNS, GUNS, GUNS!

Gold Bearer
"There's a lot of stuff to analize, here. Nice!"

Yea it's fairly modular though. As you can see, the weapons only apply to certain squads. Marines get five heavy weapons to choose from. The three original chapters get the three original weapons still and the incinerator from The Voyage Beyond so that they have everything that's they've had before available to them.


"But, what happens with the "Fire!" or "By sections!" orders?"

The orders just need to be reworded so they say that you get an extra shot or an extra move so the rules don't clash. Simple enough.