Cpt. Zipps wrote:I think that in my Ultimate Weapons supplement I will make stats for bazookas with unlimited MK II missiles I think.
You don't sound very decisive about it, but I agree that upgrading the "standard" unlimited ammo bazooka to mk.II (and maybe giving your elite troops a few ammo-limited Mk. III bazookas to take out the heaviest units) is the best option. I think.
Also, I made a rule that vehicles' rear armor is 1 AV (1D10) lower than their side and front armor, which gives troops an edge in taking down larger units if they can get behind them.
Fulizer wrote:An alternate way is to attach a stupidly overpowered weapon to a minifig then give it such a high use it's only any good against tanks anyway.
The problem is that although tanks present a large target area, their high speed often negates the targeting bonus. Rayhawk hath stated that attacks on a vehicle get +1 to skill for every 2" of vehicle size -1 to skill for every 6" the vehicle moves (although I modified this by ruling that the total skill modifier can't be negative) The typical armored vehicle in my army is 6-8" long and moves at between 12" and 18" per turn. That means that you will get a skill bonus of, at most, +2 (and usually only +1.)