Hi Hellreich and Jyrki!
Really, reading the rules wrong?
The rule, as I understand it, has always been to:
1A) Roll to hit the enemy titan.
B) Roll a d6 to see how many shots hit the enemy titan.
C) Roll scatter for each shot.
For each location hit, resolve immediately before resolving the next
hit:
2A) Roll the armor save.
B) Roll 1d6 on the damage chart.
C) Multiple hits add up for damage result.
D) Add any special modifiers.
What has changed is that multiple hits (2C), beyond the first, will no
longer add 1d6. They, instead, will add only 1.
OK, how does this affect the Pulsar? The Pulsar is not the most
powerfull of weapons, hence the -2 save mod, it just fires a LOT of
times. Because it relies on volume of fire, multiple small hits, it is
more affected by the new rule.
With the old rules, if you got average rolls and aimed for a reactor,
the best you could reasonably hope for would be something like this:
1) Hit on a 2+
2) 4 hits (Roll 1d6)
A) 3 hits to the reactor.
B) 1 hit scatters.
3) Armor saves once. 2 hits get through.
4) Roll 1d6 for the damage, then roll 1d6 for the second, and apply the
result. Anywhere from 2 to 12 for damage. Average 7.
The new rules would look like this:
1) Hit on a 2+
2) 4 hits (Roll 1d6)
A) 3 hits to the reactor.
B) 1 hit scatters.
3) Armor saves once. 2 hits get through.
4) Roll 1d6 for the damage, then add 1 for the second, and apply the
result. Anywhere from 2 to 7 for damage. Average 4
What I'm saying, is that I think this 150pt weapon is a little better
than this.
The 2 modes of fire would make this weapon a little more powerfull
against a single target.
The proposed modes.
1) Barrage: Resolve using the new rules, standard.
2) Narrow Beam: Apply all the hits to one location.
The Narrow Beam would look like this.
1) Hit on a 2+
2) 4 hits (Roll 1d6)
A) 4 hits to the reactor.
3) Armor saves once. 3 hits get through.
4) Roll 1d6 for the damage, then add 1 for each additional hit, and
apply the results. Anywhere from 3 to 8 for damage. Average 5
As I hope you can see, this does not change the Pulsar into a Super
Weapon. It's not too easy to get 3 penetrations, I've streached the
averages a little.
As far as tank busting goes, Narrow Mode would mean nothing. This is
would be resolved as it always has. No chance of scatter against tanks.
Roll to hit, roll d6 hits.
If an Eldar Titan, armed with a Pulsar, can hit with all d6 shots at a
small target like a tank, why can't it do the same to a titan?
Notice, I'm NOT saying that all the weapons a titan is armed with, will
hit the same location, just the ONE weapon, and ONLY the Pulsar. Narrow
Mode would mean that ALL the hits from the Pulsar would scatter to the
same location, possibly missing the enemy titan completely. Yes, all 6
possible hits could scatter off to the side!
As a seperate issue, I don't know why we just dont junk the initial d6
hit result, and use the armor modifier instead. How can a shoulder
fired Infantry Rocket do as much damage as a Plasma Destructor?
I say, just use the best weapon save mod, and add 1 for each additional
hit. Apply the result on the damage table ONCE, using all the modifiers
added together. Powerfull weapons will get credit for being powerfull,
and titans will last longer without the d6's adding together, and
multiple rolls being made. Plus, it's more simple.
More comments?
Warprat ;)
hellreich wrote:
>
> well, I think you are reading the rules wrong, This is a very powerful
> weapon. When you hit the Target with this weapon you roll to hit, if you
> hit, witch is not hard to do with a 2+, you roll once for scatter then you
> roll one die to see how many times you hit that one location. So, that could
> be up to 6 hits in one spot at -2 to save well bye bye sheilds and most
> likely bye to unsheilded Titan. Or you can use it as a tank buster weapon
> with the open sheath fire barrage.
> ----- Original Message -----
> From: warprat <warprat_at_...>
> To: <netepic_at_egroups.com>
> Sent: Thursday, November 23, 2000 4:55 AM
> Subject: Re: [NetEpic ML] Polls
>
> > Hi Everyone!
> >
> >
> > I'm all for this new rule, and have voted accordingly, but I see one
> > possible issue.
> >
> > The Eldar Titan Pulsar. The Pulsar scatters across the enemy titan
> > template. Removing the d6 per hit weakens this weapon tremendously.
> >
> >
> > Solution: Allow two modes of fire.
> >
> > Wide beam, (Barrage mode against a titan.)
> > 1) Roll to hit the enemy titan. Roll a d6 to see how many shots hit the
> > enemy titan. Roll scatter for each shot.
> >
> > Narrow beam, (One target)
> > 2) Roll to hit the enemy titan. Roll scatter dice once, and then a d6
> > to see how many shots landed. Apply all the hits to the same location.
> >
> >
> >
> > Comments?
> >
> > Warprat ;)
> >
> >
> >
> >
> > Peter Ramos wrote:
> > >
> > > Hi!
> > >
> > > I just set up the poll regarding titan hit location damage and how
> > > successive hits are applied.
> > >
> > > 1. The current rules has you roll for damage on a d6 and add that
> > > result to the previous result (the one rolled at the first damage).
> > > This usually means the titans destruction unless relatively low
> > > numbers are rolled.
> > >
> > > 2. Each subsequent penetrating hit adds +1 to the damage roll beyond
> > > the first hit. Meaning that at the third hit would add +2 (since it is
> > > two more hits beyond the first). Note weapons with a damage bonus add
> > > their bonus AND the bonus for the amount of hits that have occurred.
> > >
> >
> > >
> > > Peter
> > >
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Received on Fri Nov 24 2000 - 00:14:01 UTC