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Re: Thunderhammer & Autocannon Project

Posted by Tony1978 on Jul 06, 2014; 6:46am
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Thunderhammer-Autocannon-Project-tp7580985p7580990.html

My rules?
First of all I suppose that a Thunderhammer (like a Lightning claw) is a weapon more specialised in close combat than a simple energy weapon (like an axe, sword or fist).

On the second hand I suppose that a Thunderhammer + Shield is a combination that emphasizes the "defence" instead of the "attack" (unlike a pair of Lightning claws that emphasizes the attack).

Then, my rules are a bit different from those appeared on White Dwarf 134 because I think that the Thunderhammer, in combat, is more powerful than in autodestruction modality.

So

Thunderhammer rule: it attacks with 3R (3 red dice) only a single miniature because it's a bit bulky. No special rule like the spectacular one you invented. Also, the marine can immolate himself, autodestructing his hammer and attacking all 8 adjacent cases with the result of a throw of 2R.

Stormshield rule: it's a partial protection, so it cannot increase the Armour Value of the marine (unlike an armour or a force field), so if he receives damage (ranged or melee attack) it simply throw 1R and cancel as many wounds as the result of the die. It's the rule given in White Dwarf 134.
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A question about autocannon and order cards.
Don't you think that this weapon is a bit overpowered if used in conjunction with a "Fire!" order? The marine can attack 4 times!
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)