Social Icons

Blank YouTube Email Twitter RSS Feed Blank Google Plus facebook warmaster forum
Showing posts with label Weapons. Show all posts
Showing posts with label Weapons. Show all posts

1 July 2012

Reading 6th Edition - Weapons

Nick speaking,

Right, now let's have a look at weapons and any changes, and once again, any Special Rules that I do not list what they can do here, can be found in my previous posts listed at the bottom. The first thing that is new are weapons with a profile range of  '-', are melee weapons. If a weapons strength is classed as 'User', it uses the wielders strength value, after any bonuses. Standard 'Close combat weapons' have no AP value. If a model has no specific melee weapon, it's classed as having one CCW. Pistols can be used as a close CCW as above, ignoring it's pistol profile. If a model has more than one shooting or Melee weapon, it can only shoot/attack with one weapon, you cannot mix and match what weapons you use. Two or more melee weapons grants a +1 attack.

There is a new Gunslinger rule that lets models with two pistols fire both guns. Rapid Fire weapons can now move and shoot one shot up to its maximum range, and there is a new 'Salvo' weapon, which is basically larger Rapid Fire weapons that use a similar rule to the old Rapid Fire rules, where if you move you cannot shoot at the longer range.

Template weapons can fire 'Overwatch', even though they cannot fire 'Snap shot'! You do not need to use the template, as it will automatically inflict D3 hits on the charging unit resolved at its normal strength and AP. Template weapons ignore the 'Focus fire' rule and resolve their hits and wounds etc. as normal...


There is then a two page list of the most common (or notorious) ranged weapons in the 40k universe. This is where you can find out what new abilities your weapons have...

Quad-guns have 'Interceptor' and 'Skyfire'
Icarus Lascannon have 'Interceptor' and 'Skyfire'
Flakk Misiles have 'Skyfire'
Sniper Weapon rolls to hit of a six, have 'Precision Strikes'

Precision Strikes:
Wounds from these attacks are allocated to any model of your choice, but Characters can still use the 'Look out, Sir' Special Rule

Tank Hunters:
If a unit contains at least one model with this rule, you are able to re-roll failed armour penetrating rolls against vehicles (both shooting and assault), and can choose to re-roll glancing hits, but must accept the second roll.

Lastly, there is a three page list of the Melee weapons in the 40k universe, where you can find their Special rules listed as well...

Chainfists are AP2 and have 'Armourbane', 'Specialist weapon' and 'Unwieldly'
Chainsword is AP-
Eviscerator is AP2 and have 'Armourbane', 'Two handed' and 'Unwieldly'
Heavy Chainsword is AP5 and is 'Two handed'
Dreadnought CCW is AP2
Force Sword is AP3 and has 'Force'
Force Axe is AP2 and has 'Force' and 'Unwieldly'
Force Staff is AP4 and has 'Force' and 'Concussive'
Lightning Claws are AP3 and have 'Shred' and 'Specialist weapon'
Power Klaws are AP2 and have 'Specialist weapon' and 'Unwieldly'
Power Fists are AP2 and have 'Specialist weapon' and 'Unwieldly'
Power Sword is AP3
Power Axe is AP2 and 'Unwieldly'
Power Maul is AP4 and 'Concussive'
Power Lance is AP3/4 depending if it charges or not
Rending Weapons are AP2 (shooting and assault)
Thunder Hammers are AP2 and have 'Specialist weapon', 'Unwieldly' and 'Concussive'
Witchblades are AP- and have 'Armourbane' and 'Fleshbane'
Unusual Power Weapons with unique rules are AP3

Armoubane:
Roll 2d6 for armour penetration

Specialist weapons:
No +1 attack unless you have two of the same weapon

Unwieldly:
Fights at initiative one unless it is a Monstrous Creature or Walker

Force:
Same rules as the old Force weapon rules, and cannot be saved by 'Deny the Witch'

Concussive:
Models who take any unsaved wounds from this weapon are reduced to initiative one until the end of the following assault phase.

Shred:
Re-rolls failed to wound rolls in close combat and shooting

Fleshbane:
Always wounds on 2+ in close combat and shooting, and has no effect on vehicles

Lastly in this section are Grenades. Some grenades can be used against vehicles and Monstrous Creatures, except grenades that do not have a profile and use a special rule instead. There has also been a few changes/additions...

Assault Grenades:
Works the same in assault, but one model can choose to throw a granade if it has one instead of shooting at 8" S3 AP- A1, Blast

Plasma Granades:
Works the same in assault, but one model can choose to throw a grenades if it has one instead of shooting at 8" S4 AP4 A1, Blast. They can also be used against Vehicles and Monstrous Creatures in the assault phase at S4 AP4.

Defensive Grenades:
Works the same in assault, but the unit gains the 'Stealth' Special Rule as long as they are within 8" of the unit firing at them and they have not gone to ground.

Haywire Grenades:
One model can choose to throw a grenades if it has one instead of shooting at 8" S2 AP- A1, 'Haywire'. In assault against Vehicles they are S2 'Haywire'

Haywire:
When a weapon of this type hits a vehicle, roll a D6 for armour penatration
1     - No effect
2-5  - Glancing hit
6     - Penatrating hit

Krak Grenades:
One model can choose to throw a grenades if it has one instead of shooting at 8" S6 AP4 A1. They can also be used against Vehicles and Monstrous Creatures in the assault phase at S6 AP4.

Melta Bombs:
Can be used when assaulting Vehicles and Monstrous Creatures at S8 AP1 and have 'Armourbane' and 'Unweildly'

Previous Posts:
6th Edition Rule Book Unboxing
Reading 6th Edition - The first few pages
Reading 6th Edition - The movement phase
Reading 6th Edition - The shooting phase
Reading 6th Edition - The assault phase
Reading 6th Edition - Universal Special Rules
Reading 6th Edition - Independent Character
Reading 6th Edition - Unit types

Next up, Characters and Challenges...
Read more ...

27 April 2011

Most Fun Gun?

Nick speaking,

What is the most fun gun in 40k? And when I say most fun, I mean most fun and not most powerful!

For me it's the flamer, just being able to make a burning noise as you lay down the template is fun enough (yes, sad I know). Add in auto hits with no cover saves for extra fun! Of course the strength five heavy flamer is even better, let alone the strength six AP three versions that are about, but they all make the same noise...



















Burn baby burn!

So what is your favourite gun in 40k and why?
Read more ...

23 July 2010

New Necron Codex Review - Gauss Weapons

Nick Speaking,

Following on from my first post, one of the major differences in 5th edition compared to previous editions is the single vehicle damage chart, and this is where the Necron Gauss Weapon took a big hit. Gauss Weapons get an auto Glancing hit regardless of the armour, but with the new vehicle damage chart that only equates to an immobilised result at best, if you get a lucky roll of a six.

To be fair, that is not bad even in this new world of heavy mech! After all a Glancing hit guarantees that your opponent will not be able to fire next turn and with so many guns around Necrons should be Glancing alot! Also If you are lucky enough to immobilise a vehicle, then that's pretty much your job done. But, it's nothing like how I remember the Gauss Weapon? Lining up for that first turn attack against that IG player....oh that's five tanks I took out on turn one! Ok, that only happened once, but I still remember it :-)


So how should the Gauss Weapon rule look in the new Codex? I have given this a lot of thought and come up with a simple answer! Keep Gauss Weapons the same as they are but throw in a "Plus One" to the Damage Chart rule? Now If we get a lucky six we can Wreck a vehicle!

Add this to some synergy from a new Codex and would this bring Necrons back to where they should be?

Next up, Flayed Ones..

Read more ...
Related Posts with Thumbnails

IDIC Labels

Allies (3) Annihilation Barge (5) Anrakyr (3) Archon (1) Arjac (2) Army List Clinic (10) Artillery (1) Assault Phase (1) Attack Wing (1) Autarch (3) Avatar (10) Bases (10) Battle Reports (194) Belial (2) Bikes (11) Biovores (3) Bjorn (3) Black Legion (1) Blood Angels (9) Broodlord (7) C'tan (19) Canis (1) Canoptek Harvest (8) Carnifex (7) Cases (1) Challenges (17) Chaos Space Marines (18) Characters (3) Cities of Death (15) Command Barge (5) Community Cryptek (12) Crimson Hunter (4) Cryptek (13) Daemons (13) Dark Angels (7) Dark Eldar (25) Dark Eldar Conversions (1) Dark Elf (3) Dark Elves (3) Death Company (1) Deathmarks (3) Deceiver (2) Defence Line (3) Destroyer Cult (4) Destroyer Lord (4) Destroyers (11) Detachments (3) Dire Avengers (3) Display Board (1) Doom of Malan'tai (4) Doom Sythe (6) Doomsday Ark (7) DreadBall (3) Dreadnought Conversion (7) Drop Pod (3) Dwarfs (2) Eldar (207) Eldar Army Lists (22) Eldar Battle Reports (52) Eldar Conversions (25) Eldar Flyer (6) Eldar Tactics (9) Eldar Terrain (4) Eldar Webway Portal (2) Eldrad (2) Emperors Children (8) Empire (3) Endless Swarm (3) Falcon (5) Farseer (5) Fenrisian Wolves (2) Finecast (6) Fire Dragons (4) Fire Prism (6) Flayed Ones (34) Fluff (1) Footdar (2) Forge World (18) Formations (21) Free Hand (6) Games Day (1) Gargoyles (3) Genestealers (9) Ghost Ark (3) Gothic (15) Green Stuff (34) Grey Hunters (13) Grey Knight Battle Report (2) Grey Knights (2) Guard Battle Reports (6) Guardians (3) Harlequin Battle Report (8) Harlequin Tactics (1) Harlequins (14) Harpy (4) Heavy Destroyers (1) Help for Heroes Salamanders (40) Help for Heroes Ultramarines (29) Hive Crone (4) Hive Guard (2) Hive Tyrant (11) Hive Tyrant Guard (2) Hobby (36) Hormagaunts (1) How to Magnetise (21) How to paint (14) Immortals (3) Imotekh (3) Imperial Guard (7) Jetbikes (12) Laser Cut Card (40) Lethal Terrain (1) Lictors (2) Living Tomb (9) Logan (1) Long Fangs (10) Lukas (6) Lychguard (4) Maelstrom (2) Magnetising (53) Maleceptor (3) Man O' War (13) Man O' War Battle Report (4) Markers (10) Maugan Ra (2) Mawloc (13) Mechdar (13) Mega Nobz (6) Missions (7) Monolith (11) Movement Phase (1) Mycetic Spore (14) Mysterious Objectives (4) Necron Army Lists (46) Necron Battle Reports (78) Necron Conversions (26) Necron Decurion (15) Necron Lord (4) Necron Tactics (19) Necron Terrain (49) Necrons (310) Nid Warriors (3) Nidzilla (7) Night Scythe (8) Nightbringer (3) obelisk (9) Objective Markers (7) Orikan (4) Ork conversions (6) Orks (18) Other (22) Outsider (1) Overlord (2) Overwatch (1) Painting Eldar (76) Painting Necrons (47) painting Salamanders (22) Painting Space Wolves (46) Painting Tyranids (53) Paints (7) Pariah (1) Phase Out (1) Polls (5) Psychic Powers (6) Pylon (3) Rangers (1) Raveners (4) Razorback (3) Reading 6th (18) Reaper Bones (1) Reclamation Legion (8) Rhino (2) Rippers (1) Rules (60) Rune Priest (3) Saim-Hann (20) Salamanders (38) Scarabs (15) Seer Council (6) Shadow Spectres (3) Shining Spears (1) Shooting Phase (1) Shrike (3) Skyblight (1) Space Marines (8) Space Wolves (111) Space Wolves Army Lists (12) Space Wolves Battle Reports (18) Space Wolves Conversions (16) Space Wolves Tactics (5) Special Rules (1) Spore Mines (2) Spotlight (44) Spyders (8) Super Phalanx (6) Supplements (1) Support Weapons (5) Swarmlord (4) Swiftclaws (2) Swooping Hawkes (1) Tactics (6) Tau (8) Termagants (5) Terminators (2) Terrain (48) Tervigon (7) Tesseract Vault (9) Thunderwolves (11) Tomb Blades (5) Toxicrene (5) Transcendent C'tan (5) Triarch Stalker (6) Trygon (13) Tyranid Army Lists (18) Tyranid Battle Reports (44) Tyranid Conversions (22) Tyranid Tactics (9) Tyranids (149) Tyrannocyte (8) Ultramarines (29) Unboxing (3) Unit Types (3) Veer-Myn (2) Vehicles (5) Venomthropes (2) Void Dragon (7) Vypers (1) War Walker (7) Warlocks (7) Warriors (8) Wave Serpents (9) We'll be Back (1) Weapons (3) Wolf Lord (4) Wraithblades (4) Wraithguard (4) Wraithknight (5) Wraithlord (1) Wraiths (14) Ymgarls (2) Zoanthropes (2)