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Not sure if this belongs on Proofreading or not, but the Hunting Lance seems absurdly underpowered for a single-use weapon that is supposed to be able to kill tanks. The stats listed now look more like what I would expect for a simple lance being used from horseback, not a shaped charge going off against a tank.
"Chameleoline material is made up of mimic fibres that blend the coloration of the wearer into their surroundings A character wearing a chameleoline cloak gains a + 20 bonus to Concealment Tests. If the wearer remains stationary, any Ballistic Skill Tests to target him suffer a - 30 penalty."
Concealment doesn't exist. It's Stealth.
Table 6-13: Weapon Upgrades on page 134 lists the rarity for the Photo Sight and the Preysense Sight as both being Very Rare. It doesn't make sense to have them at the same rarity level, as the Preysense Sight provides the same benefits as the Photo Sight while including an additional bonus when fighting in the dark.
Gaire said:
Not sure if this belongs on Proofreading or not, but the Hunting Lance seems absurdly underpowered for a single-use weapon that is supposed to be able to kill tanks. The stats listed now look more like what I would expect for a simple lance being used from horseback, not a shaped charge going off against a tank.
However, the rules do not say it is single use, so with the rules as they are you could keep using it even after the first attack unlike in the table top. If they were to make it single use they ought to drop it from Scares to at least Common, like a Frag. When you consider that whole regiments in the lore are mounted as Rough Riders it shouldn't be that rare unless it is changed in this game to be reusable.
Without Signature
TCBC Freak said:
However, the rules do not say it is single use, so with the rules as they are you could keep using it even after the first attack unlike in the table top. If they were to make it single use they ought to drop it from Scares to at least Common, like a Frag. When you consider that whole regiments in the lore are mounted as Rough Riders it shouldn't be that rare unless it is changed in this game to be reusable.
Huh. That's odd. It says in the weapon's description that it "blows apart on impact", but you're right. It doesn't actually say that it's a single use weapon.
Another point I'd like to raise: the anti-tank shell has a penetration of 12. Does that mean that a Vanquisher cannon using an anti-tank shell loses 4 penetration? Perhaps making the anti-tank shell a +X penetration round like the Manstopper round would work better. Also, a reduction or removal of an artillery weapon's Blast rating might make sense for the anti-tank shell.
Gaire said:
Another point I'd like to raise: the anti-tank shell has a penetration of 12. Does that mean that a Vanquisher cannon using an anti-tank shell loses 4 penetration? Perhaps making the anti-tank shell a +X penetration round like the Manstopper round would work better. Also, a reduction or removal of an artillery weapon's Blast rating might make sense for the anti-tank shell.
Vanquisher Cannons are not the same calibre as Battle Cannons and use their own special AT ammunition in anycase, which it's safe to assume is the base stat'd damage for the weapon.
Some AT rounds do in fact explode. HEAT [High Explosive Anti-Tank] uses a copper lined shape charge to pierce armour and has a dual purpose, it can be used to shoot armoured targets and it also has a conventional fragmentation casing. HESH/HEP [High Explosive Squash Head/High Explosive Plastic] is better used against structures as a secondary, but destroyed armour by transmitted force. That is, the round does not actually penetrate the target, but slams into the side of it, dislodging material from the other side if its point of impact. Inside a tank, that is the inside of the armour flying about as if someone had toss a fragmentation grenade in. So rather than punching a great big hole then exploding, this kills the crew and destroys electrics inside the tank. It's rather like how the WWI Germans dealt with tanks, you could get a very similar effect shooting machine guns at the tanks. It also has an HE charge. So it can, if it needs to, be used in an anti-personnel fashion. A third variety of Anti-Tank munition are Kinetic Energy Penetrators or Armour-Piercing Fin-Stabilized Discarding Sabot (APFSDS). These are nice and simple. You are shooting a large dart of tungsten at a target at hypersonic speeds. More technically, they use high muzzle velocity and a small impact area to penetrate, and sometimes over penetrate the target. Would not be used against any other target (though possibly hardened structures maybe) except in extremis. Incidently, these are also the best rounds for currently piercing composite tank armour.
Thats my take on it. So with that in mind:
The Battle Cannon's Anti-Tank rounds are certainly HESH or HEAT rounds. [based on stats]
The Vanquishers Anti-Tank rounds are most likely APFSDS. [based on stats]
I should probably have mentioned something about rifled/smoothbore barrels and will do if necessary, but please don't make it so lol
(These are very handy!)
I fully understand the concepts of spalling and modern anti-tank rounds, being something of a military technologies aficionado myself. That said, they specifically identify the AT rounds in the Beta as "sacrific[ing] explosive capacity for a hardened core". These aren't HEAT or HESH rounds. They're closer to APFSDS in description, but I'd even go so far as to say, since this is the Imperium and closer to WWI and WWII tanks than MBTs, we're dealing with great big metal bullets. I'm not exactly sure what point you're trying to make with the calibre of the different cannons, and there's no way that loading an AT Earthshaker round is going to yield the same blast template as a standard Earthshaker. Further, yes, some AT rounds explode, but they typically are focused explosions meant to cause spalling, armor rupture, or plasma jets inside the target, not to lay down a generalized five meter blast radius. As it stands, an anti-tank shell is just as good for taking down infantry as a standard shell. I think there should be a loss of efficacy against softer targets as a trade-off for the sheer armor-killing power of an AT shell. The force of the AT is focused into one point to breach armor, whereas the standard shell (damn FFG for making an HE shell so I can't just call it that) disperses its force in a radius blast. Shaped charge versus frag grenade, really.
Gaire said:
I fully understand the concepts of spalling and modern anti-tank rounds, being something of a military technologies aficionado myself. That said, they specifically identify the AT rounds in the Beta as "sacrific[ing] explosive capacity for a hardened core". These aren't HEAT or HESH rounds. They're closer to APFSDS in description, but I'd even go so far as to say, since this is the Imperium and closer to WWI and WWII tanks than MBTs, we're dealing with great big metal bullets. I'm not exactly sure what point you're trying to make with the calibre of the different cannons, and there's no way that loading an AT Earthshaker round is going to yield the same blast template as a standard Earthshaker. Further, yes, some AT rounds explode, but they typically are focused explosions meant to cause spalling, armor rupture, or plasma jets inside the target, not to lay down a generalized five meter blast radius. As it stands, an anti-tank shell is just as good for taking down infantry as a standard shell. I think there should be a loss of efficacy against softer targets as a trade-off for the sheer armor-killing power of an AT shell. The force of the AT is focused into one point to breach armor, whereas the standard shell (damn FFG for making an HE shell so I can't just call it that) disperses its force in a radius blast. Shaped charge versus frag grenade, really.
Which begs the question, why does the HE round even exist? Profile wise, its not an improvement for the battle cannon, the earthshaker, or the demolisher cannon. All three of those do something better, without being a specialty round. The only cannon it would improve is the vanquisher. Is it plainly a matter of rarity (standard artillery ammo is "very rare" whereas the HE shell is "rare")?
Why not have an AT shell double pen, but half blast (if any), and have an HE half pen, but increase blast radius by one half? It would maintain flavour with each type of cannon (without homogenizing it between most of the specialty shells).
Yes, this means AT rounds are awesome on vanquishers (but they kinda are like that in TT).
Well, fluff-wise, Vanquishers can pierce Titan armor with ease, so it's not like giving them Pen 32 against armor 45 or 50 is that absurd.
While it says it can puncture Titan armour it does not say how easily or by how much. It could create tiny little gaps or do little better than buckle the armour (which would still be a hell of an accomplishment.
Most of my post about AT rounds and gun calibre was to vainly demonstrate that the Vanquisher Cannon will almost certainly have its own exclusive rounds, that the gun its self is incompatible with regular Battle Cannon rounds and that, the way it is currently stat'd, it's probably already using its AT rounds. I would also, potentially argue that its Pen be increased to circa 20.
A potentially easier way of dealing with the issue of damage etc, is to treat Cannons [Battle, Vanquisher, Earthshaker] like Launchers and treat shells like Grenades/Missiles. That then allows you to add cannon specific advantages to particular rounds, such as a Vanq firing AT rounds.
Just a thought :)
(These are very handy!)
That might work, yeah. I guess my point was that, as it stands, the special artillery shells section doesn't exactly make sense. They're rather clearly all based on the Battle Cannon and don't take into account the abilities of the other guns.
Edit: Maybe not, but as it stands, there's a lot of redundancy and stuff that doesn't work as well as it could.
For a simple typo, page 136:
REDUCED WEIGHT
This customisation involves replacing as many parts of
the weapon as possible with alternative components made
of lighter weight materials.Weapons that undergo this
customisation decrease their weight by 20%, or a minimum of
a 0.5 kg loss.
There's a space missing between "materials." and "Weapons".
Ceterum Censeo Dezmond Ignorandum Esse.
pg 135 suspensors
allows the user to fire the weapon on semi- or full auto as a half action.
this should be removed as these actions are already half actions now.
What do you call a lasgun with a laser sight? Twin-linked.
the signal jammer and static generator seem to do similiar things.
no range or radius is given for the signal jammer.
the static generator says it is easy to locate (and thus not as good as the signal jammer) but it is more rare (very rare compared to rare).
What do you call a lasgun with a laser sight? Twin-linked.
In 11th Hour Laspistols have Accurate and not Reliable. But here they are back to having Reliable, was this just done for that game?
Without Signature
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