Post by patg on Feb 26, 2015 13:42:31 GMT -5
Mod: Merkava / Chariot Cost: None
Through out history, various militaries have modified battle tanks into heavy armoured personnel carriers like the WWII Kangaroo or later 20th century Israeli vehicles. When building a tank of any size, main weapon mounts can be exchanged one of one for transport slots. There is no change to points cost and all other stats remain the same.
Notes: The removal of a main weapon and in some cases the option for a second shot balances out the flexibility of carrying a Gruntz dismount squad or two. If players want a "heavy" APC, they can build one equivalent to a GSV in performance but with more armour and a much higher points cost.
Mod: Plasma Grid Cost: None
Plasma weapons are designed to deliver a slug of energy optimized and focused for piercing armour. When ordered from the factory, this performance can be de-tuned to provide an area effect more useful against infantry. For plasma weapons only, points of AP and inches of range can be converted into area effect with 1 point of AP and 1" of range combined giving 1" of AE. This must be specified at time of building and cannot be change during the game.
Notes: This really needs to be play tested if it has not already been done so - I looked and couldn't find anything. As specified above, Plasma Grid weapons will be less effective over all than equivalent other weapons in the same class in all areas except damage. This makes the gridded plasma weapons unappealing to min/max designers while allowing for a short ranged shotgun type weapon.
e.g. Gridded Heavy Vehicle Plasma vs Vehicle Heavy Gatling:
Through out history, various militaries have modified battle tanks into heavy armoured personnel carriers like the WWII Kangaroo or later 20th century Israeli vehicles. When building a tank of any size, main weapon mounts can be exchanged one of one for transport slots. There is no change to points cost and all other stats remain the same.
Notes: The removal of a main weapon and in some cases the option for a second shot balances out the flexibility of carrying a Gruntz dismount squad or two. If players want a "heavy" APC, they can build one equivalent to a GSV in performance but with more armour and a much higher points cost.
Mod: Plasma Grid Cost: None
Plasma weapons are designed to deliver a slug of energy optimized and focused for piercing armour. When ordered from the factory, this performance can be de-tuned to provide an area effect more useful against infantry. For plasma weapons only, points of AP and inches of range can be converted into area effect with 1 point of AP and 1" of range combined giving 1" of AE. This must be specified at time of building and cannot be change during the game.
Notes: This really needs to be play tested if it has not already been done so - I looked and couldn't find anything. As specified above, Plasma Grid weapons will be less effective over all than equivalent other weapons in the same class in all areas except damage. This makes the gridded plasma weapons unappealing to min/max designers while allowing for a short ranged shotgun type weapon.
e.g. Gridded Heavy Vehicle Plasma vs Vehicle Heavy Gatling:
Weapon | Range | Damage | AE | AP | Points |
Vehicle Heavy Gatling | 15 | 11 | 4 | 2 | 4 |
Vehicle Heavy Plasma (stock) | 14 | 15 | 0 | 4 | 6 |
Vehicle Heavy Plasma (1/2 Grid) | 13 | 15 | 1 | 3 | 6 |
Vehicle Heavy Plasma (Half Grid) | 12 | 15 | 2 | 2 | 6 |
Vehicle Heavy Plasma (3/4 Grid) | 11 | 15 | 3 | 1 | 6 |
Vehicle Heavy Plasma (Full Grid) | 10 | 15 | 4 | 0 | 6 |