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Transformable Weapons and Alternate Firemodes

Posted: Fri Oct 23, 2015 5:41 am
by Duerer
After getting word about the new FB MSBS Assault Rifle and realizing, that some of my special weapons use the same parts as my assault rifles, I thought about implementing that modular rifle feature into my weaponry. However, I'm not sure about the implementation of such a transformation rule and how it would effect CP costs (or that new inch buying system).

EXHIBIT A: ROCKET LAUNCHER
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Assault Rifle Mode:
Use: 3 Rng: 10 Dmg: 1d6+1

Launcher Mode:
Use: 3 Rng: 10 Dmg: (can launch Size 1 explosives)
EXHIBIT B: ANTI-GRAV RIFLE
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Assault Rifle Mode:
Use: 3 Rng: 10 Dmg: 1d6+1

Anti-Grav Rifle Mode:
Use: 4 Rng: 10 Dmg: 1d6/1d8 for each die of the target's armour roll
Another example of alternate fire modes would be the Magyar Bows, that use three different types of arrows:
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Standard Arrows:
Use: 3 Rng: 10 Dmg: 1d6+1

Explosive Arrows (limited ammo):
Use: 3 Rng: 10 Dmg: (can launch Size 1 explosives)

Incendiary Arrows (limited ammo):
Use: 3 Rng: 10 Dmg: 1d4 fire (in a radius of 2")

Re: Transformable Weapons and Alternate Firemodes

Posted: Sat Oct 24, 2015 9:11 am
by Maddox
Just make them spend action on switching mode, and it's balanced enough.

That Anti-Grav Gun is damn interesting concept.

Re: Transformable Weapons and Alternate Firemodes

Posted: Sat Oct 24, 2015 10:05 am
by Zupponn
Agree with Maddox here. It's going to take time to switch modes. You get the flexibility of the change ability but lose time and leave your guy vulnerable for a turn.

Re: Transformable Weapons and Alternate Firemodes

Posted: Wed Nov 18, 2015 1:33 pm
by CaptainZebra
Like a Space Marine(You know the ones) grav-weapon?

Re: Transformable Weapons and Alternate Firemodes

Posted: Wed Nov 18, 2015 2:34 pm
by CaptainZebra
woops... necro :necro:

Re: Transformable Weapons and Alternate Firemodes

Posted: Wed Nov 18, 2015 2:37 pm
by Duerer
CaptainZebra wrote:Like a Space Marine(You know the ones) grav-weapon?
Kinda like that, but I don't recall the 40K stats, anymore.

Re: Transformable Weapons and Alternate Firemodes

Posted: Wed Nov 18, 2015 2:39 pm
by bann154
18" range salvo 2/3 wound target using the targets armor save great anti marine stuff

Re: Transformable Weapons and Alternate Firemodes

Posted: Wed Nov 18, 2015 2:43 pm
by CaptainZebra
I'm pretty sure(don't quote me) that the target doesn't get a save afterwards... :troll:

Re: Transformable Weapons and Alternate Firemodes

Posted: Wed Nov 18, 2015 2:46 pm
by bann154
yes totally forgot its AP2

Re: Transformable Weapons and Alternate Firemodes

Posted: Wed Nov 18, 2015 2:54 pm
by CaptainZebra
bye-bye MEQ's

Re: Transformable Weapons and Alternate Firemodes

Posted: Sat Apr 23, 2016 5:12 am
by Duerer
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Got around making some stats for basic weaponry:

First Row - Basic and Special Guns:
'Purificator' SMG:
Use: 3 Rng: 5 (Arc Fire 0-1) Dmg: 1d6

FB 'Wanad' Heavy Pistol:
Use: 3 Rng: 6 Dmg: 1d6 (booster adds +1 DMG)

FB 'Beryl' Pulse Rifle:
Use: 3 Rng: 10 Dmg: 1d6+1

FB 'Rad' Liquifier:
Use: 3 Rng: 6 (Arc Fire 1) Dmg: 2d4 Fire

FB 'Magnez' Anti-Grav Rifle:
Use: 4 Rng: 10 Dmg: 1d6/1d8 for each die of the target's armour roll

Second Row - Heavy Guns:
FB 'Bar' RPG Launcher
Use: 3 Rng: 10 Dmg: (can launch Size 1 explosives)

FB 'Stront' Machine Gun
Use: 4 Rng: 8 (Arc Fire 0-2) Dmg: 2d6

FB 'Iryd' Heavy Rifle
Use: 4 Rng: 10 Dmg: 2d6

Niebolas 'Laserowy Gniew Mały'
Use: 4 Rng: 10 Dmg: 3x 2d6 (can be combined or spread in a small arc)

Third Row - Melee:
Miecz Rycerski
Use: 2 Rng: CC Dmg: 1 Skill die

Koncerz
Use: 2 Rng: CC Dmg: 1 Skill die

Kopia
Use: 4 Rng: CC Damage: 2 Skill dice (rules for Two-Handed Weapon apply here)