This is my guns'n'ammo roster, would love feedback. If you want me to share them with you, add me as a friend in Yaktribe and you can use them too!
So lets start with what I was aiming for with each.
- Minimal changes to weapons already owned and in-use
-
Provide genuine differences to the options available
- Higher
cost and rarity generally, but also with some low-cost options to introduce
some early complexity
Some justification for some
of these weird profiles. I’m totally a fan of using the stats available to
melee weapons, within ranged ones.
Ammo dice - We assume that a
power sword’s power cell isn’t going to run out but a Plasma guns always is?
Check it!
Fixed strength values – some times melee weapons are not going to be
amazing, Whips? Is that likely to kill you regardless of who plays with it? No.
Ranged VS Melee Traits- why cant
you put some ranged traits on a melee weapon, Melta is a bitching one, if you
fail your armour check, Vice versa, you get knifed with a mega-poison and have
to take three injury dice? I think that works fine as its supposed to be a damn
poison weapon!
AP values – having the maul
with a positive modifier to armour is a great option, so I wanted that to be
reflected in the rest of the roster.
So – onto the roster.
Ammo types
Hi-freq clips, nice obvious one to add, spray and pray twice, but
automatically need to reload, and only really any good at short range, added for
small and medium weapons at separate prices.
Weapon Weapon type Cost Rarity Short Range Long Range Short Acc Long Acc Str
Tranquilizer ammo, this came
from Venator-based inspiration, and the associated short range of the needle
rifle to make it longer, and need to actually capture some people! Web is
nasty, but at range not quite as bad, as you can be supported.
Flamer ‘Gels’, inspired by
the relatively underused flamer vs incendiary grenades. Acid gel’s intent was
much more a ‘crap crap crap I’m covered in acid’, and the Chem Gel was more for
area based defence, with some good reliability in case it doesn’t get used.
I was tempted to add a
torrent rule in here, and maybe only make it a S2 weapon, but the problem is
based more on pinning
Hallucinogenic
gas – one to make sneak attacks all kinds of fun, run and freak out, and then
be blind
Melta
missile – This was just to mirror some of the stuff seen in-game, a one shot
ranged melta boom of doom! Pricey and stupid.
New weapons
These were the new ones that seemed to fit the gangs fairly well!
Stilletto knife - Caryatid Toxin, with the new
rules in play for toxin (but the knife getting worse based on the removal of
hit benefits and ap minuses), I wanted a badass version of the Toxin blade to
make it really nasty, hence Melta. Its only AP-1, but does have a thrown
profile as well if you want to throw things away.
Slave goad, so I had the
actual weapon as part of the chaos renegade enforcers and thought it would be
too good to miss out on actually using. As a melee weapon, I didn’t want it to
be too fancy, however, I figured its got a charge, if it runs out it loses its profile
(not mentioned but implied).
Whip, I mean it’s a standard
whip, I figured even a cheap versatile weapon could actually be of benefit.
Didn’t want to give anything more fancy really. Fixed strength too.
Shiv, this was the original
badboy that started this all off, I wanted to start a custom campaign, and
wanted some real base-level weapons which could be of super minor use. Shiv was
the obvious one. Ap-1 melee attack, but again, at fixed strength
One shot, (the above should show 'one use') but I love the idea of
a loaded hold-out with some serious OOMPH as a S5, but then wanted the power
not to impact someones chance to save against it. I see this as a ledge-winner 😊
Duelling Laspistol – The
Escher laspistols are beautiful, and I wanted that reflected in something that
may be actually fairly powerful. Extra range, standard Las decent short
range…range and a bit of AP-1 to add some funk. Shouldn’t make this too pricey.
Helmawr Pattern Blunderbuss –
I’m sure this is coming, but I wanted to get ahead of things. Short range, but
random strength means this could be fun. High chance of it running out of ammo
as well, and positive armour save to reflect the fact that it’s a bucket of
gravel.
Wargear
I want
to also look at additional wargear for the gangs too, so will be looking at
some basic upgrades which all gangs could benefit from.
Bayonet
10 creds – If used when charging, the fighter gains 1 additional unarmed attack
at S+1, (this additional attack cannot be used if the model is using 2 cc
weapons)
This is
more of a modelling type option, but represents the fact that they will decent
option for charging your lasgun armed guys
Drum mag, 10 creds for Pistol
and 20 for Basic weapons– fighter gets to reroll a failed firepower dice, once
per game
Bipod, 10 creds – If the fighter
did not move in the previous turn (including not getting pinned) they gain +1
to hit with the ranged weapon.
Harpoon Launcher – Grappling
hook 35 creds– Unless the fighter is
armed with a harpoon launcher, this weapon takes up 2 slots. A fighter armed
with this version of the harpoon launcher is counted as being armed with a 24
inch ranged grappling hook.
Solid Armour
plate – 20 creds, Similar to Furnace plate, front arc only, +1 to overall armour
save, however any damage over s5 destroys the item for good, one per character
only
Amorax Malifica – 75 Creds, pyskers
only. Declare you are using it when casting a psychic power, the psyker may ‘store’
the continuous psychic power for use in its next turn. If this is used, the roll
for casting the power is made with a -2 modifier to the Willpower dice roll. If
the Psyker is engaged, pinned, feared, fails a nerve check, or is seriously injured,
the power is lost.Really enjoyed this a thought exercise, so will be fun to get using these in-game.
Remember, if you want these profiles shared give me a shout or a comment below!
Those are some nice adds. Cheers!
ReplyDeleteThanks bud, these are also super addictive!
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