Posted by
Evilgoat on
Jul 05, 2014; 6:29am
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Thunderhammer-Autocannon-Project-tp7580985.html
this thread is a bit of a mixture of topics but i'll post it here, as it has a fair bit to do with my house rules regarding the Thunderhammer and the Autocannon

A while back I made up these additional weapons for the original space crusade squads from bastardized bitz and a bit of green stuff, I cast these weapons with the same pin fit as the original weapons so they can be added and removed from your squad depending on the mission.

I'm happy with the look of the weapons, some of the colours are a little hard to match, some colours are better casting in clear resin, whilst others are easier to tint with an opaque resin.
Now onto the rules that I have been using for these weapons, you will notice that the chaos marines also have their own additional weapons ( this is to ensure the game is not unbalanced. I will also say I have totally ignored the thunderhammer and autocannon rules from white dwarf (I hope this does not offend anyone :P ) the reason for this was I envision the Thunderhammer to be a weapon with a lot more power then 2 red dice and having an area effect, and I was not satisfied with having old tech autocannon behave in the same way as the assault cannon.
THUNDERHAMMER RULES.
The thunderhammer being a close combat weapon has a blast radius in all 8 squares around the wielder, the marine may only hand-to-hand another miniature and never a square as such. The hammer rolls 2 red and 2 white dice, and the total of the roll is damage given to the 8 adjacent squares to the marine,with the exception of the miniature that is being engaged in hand-to-hand, he has a chance to defend himself and the normal close combat rules apply, any other miniatures in the adjacent squares (blast radius) are dealt the full damage of the dice which must overcome their armour value by 1 (same as a ranged attack). (Fg.1)

Fg. 2 shows the dangerous nature of having a thunderhammer in your squad. kamakazee gretchins and orcs will take every possible chance they can to attack your thunderhammer whilst he is adjacent to other marines in his squad. this doesnt end well. so it is very powerful, but movements must be well planned.The thunderhammer is classed as a heavy weapon, though due to no ammunition to carry, the thunderhammer may move 6 squares each turn.
AUTOCANNON RULES.
The auto cannon rules are based around the weapon being more of a tank buster type and not as rapid firing as its later model the assault cannon. The autocannon may fire 2 shots, these shots can be combined to take down heavily armoured enemies. The 2 shots may be separated by movement as shown in fg.3 and Fg. 4 or 2 shots before or after movement. the autocannon rolls 1 red and 1 white dice per shot and cannot be fitted with a targetor, and may only move 4 squares.

CHAOS MARINE RULES
The Alien player may outfit anyone of his 2 chaos marines with the thunderhammer and autocannon, he may only outfit a reinforcement with these weapons if they are not already on the board. and in total may only use each weapon twice per game.
as far as points go, the chaos marines with the new weapons stay as a 5 and marines stay the same as well.
I have played these rules quite a lot and they make for a very frantic yet fun game :)
cheers,