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[Xeno-Biostatistics] Bio-titan weapons
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=21&t=21657
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Author:  Dave [ Thu Oct 27, 2011 4:00 pm ]
Post subject:  [Xeno-Biostatistics] Bio-titan weapons

I wanted to preface the Bio-Titan thread (hoping to post later today) with stats for all the old Bio-titan weapons. I don't have the SM/TL stats with me but the NetEpic stats are very close so we'll go with those for the moment:

Code:
Bile Launcher     100cm   1          3+   -3
Bio-Cannon        75cm    3          5+   -3
Cluster Spines    50cm    8BP        3+   -1
Pyro-Acid Spray   0cm     Template   3+   -2


Ignoring special rules for the moment, range-wise there's a clear progression: Pyro-Acid Spray, Cluster Spines, Bio-Cannon and Bile Launcher. Given that I'm looking to give those EA ranges of 15cm, 30cm, 45cm and 60cm respectively.

For firepower:

The Bile Launcher is the weakest, it's 1/3 the shots of the Bio-cannon but it does have a handy barrage-like special rule for splatter. Given that I was looking at giving it 3BP.

The Bio-Cannon has good armor penetration (-3) and rate of fire. With that and the 40k stats for them I'm going with a MW4+ for these.

The Cluster Spines have a lot of barrage points, enough that I think 4BP ought to work here.

Finally, the Pyro-Acid Spray has good armor penetration and using the flamer template to hit. Rather than try to bring that back though I think 3BP MW works. However, they did have Ignore Cover in NetEpic (not sure about SM/TL), thoughts about adding that as well given its 15cm range?

Code:
Bile Launcher     60cm     3BP    -
Bio-Cannon        45cm     MW4+   -
   and            (15cm)   SA     Extra Attack (+1), Macro-weapon
Cluster Spines    30cm     4BP    -
Pyro-Acid Spray   15cm     3BP    Macro-weapon (perhaps Ignore Cover)


So what we're left with are weapons who's relative power decreases as their range increases. I think they'll be fairly easy to balance this way. Thoughts?

For the Razorclaw, obviously a TK CC attack is needed, I was thinking TK (1D3). They also had frag spines embedded into them as well, I was thinking of doing something similar to the Eldar Titan Power Fist here, namely EA (+2) in FF if the Razorclaw isn't used for CC. Thoughts?

Code:
Razorclaw   (base contact)   Assaults Weapons   Extra Attack (+1), Titan-killer (1D3)
   or   (15cm)   Small Arms   Extra Attack (+2)

Author:  zombocom [ Thu Oct 27, 2011 4:16 pm ]
Post subject:  Re: [Xeno-Biostatistics] Bio-titan weapons

From the modern standpoint, there are only two Bio-titan weapons; the Biocannon and (bloody huge) Scything Talons.

Personally I think the wide variety of bio-weapons should be kept for a bio-titan focused list rather than in a core list.

Author:  MikeT [ Thu Oct 27, 2011 4:30 pm ]
Post subject:  Re: [Xeno-Biostatistics] Bio-titan weapons

I dunno, the above 5 weapons aren't that much, they certainly leave scope for more in a Titan specific list

Author:  Evil and Chaos [ Thu Oct 27, 2011 4:31 pm ]
Post subject:  Re: [Xeno-Biostatistics] Bio-titan weapons

I'd echo Zombo on this one.

Author:  Dave [ Thu Oct 27, 2011 4:42 pm ]
Post subject:  Re: [Xeno-Biostatistics] Bio-titan weapons

Those thoughts aside, what do you think of the stats? We're not talking army lists at this point.

Author:  zombocom [ Thu Oct 27, 2011 4:52 pm ]
Post subject:  Re: [Xeno-Biostatistics] Bio-titan weapons

Well I dislike the Biocannon stat, I prefer the old 2 shots and AP focused ones.

Definitely don't have both MW and Ignore Cover on a barrage; one or the other.

Cluster Spines seem more like something that should give extra FF than biocannons.

Author:  Jaggedtoothgrin [ Thu Oct 27, 2011 10:46 pm ]
Post subject:  Re: [Xeno-Biostatistics] Bio-titan weapons

i'd rather see the acid get disrupt and ignore cover, giving it MW and IC is a bit nasty i think
i agree with zombo on the cluster spines getting the extra firefight attacks.
i also think that for the most part, he's probably right about not needing too many options for weapons in the core list. i'd suggest like the gargants, have a default option, with a "can swap X for Y" option. pick a weapon that suits (either bile if you're swapping the claws, or probably the cluster spines if you're trading the biocannons) and leave the rest for somewhere else

Author:  BlackLegion [ Fri Oct 28, 2011 12:16 pm ]
Post subject:  Re: [Xeno-Biostatistics] Bio-titan weapons

So i'm back home and have all my books handy :)
The Bio-Cannon should definately be 2 x 45cm AP3+/AT4+ Ignore Cover as it's roughly the same as two Demolisher shots.

Author:  arkturas [ Fri Oct 28, 2011 8:36 pm ]
Post subject:  Re: [Xeno-Biostatistics] Bio-titan weapons

Other Bio-Titan Weapons (according to Netepic) include Ripper Tentacles, Spore Pod and Stinger Salvo which I believe all had models which bump it to 9 weapons total (if you include the modern really big scything talons)

Author:  BlackLegion [ Fri Oct 28, 2011 8:49 pm ]
Post subject:  Re: [Xeno-Biostatistics] Bio-titan weapons

Titan-grade Scything Talons, Bio-Cannons and Ripper Tentacles is all what we need for the two lists.
The Bio-titan list can use the other weapons.

Author:  Dave [ Wed Nov 02, 2011 2:44 pm ]
Post subject:  Re: [Xeno-Biostatistics] Bio-titan weapons

Stat time:

Code:
Bile Launcher                60cm             3BP               -
Bio-Titan Bio-Cannon         45cm             3x AP4+/AT5+      -
Cluster Spines               30cm             4BP               -
Pyro-Acid Spray              15cm             3BP               Ignore Cover
Ripper Tentacles             (base contact)   Assault Weapons   Extra Attack (+2), First Strike
Razorclaw                    (base contact)   Assault Weapons   Extra Attack (+1), Titan-killer (1D3)
   or                        (15cm)           Small Arms        Extra Attack (+1)
Massive Scything Talons      (base contact)   Assault Weapons   Extra Attack (+1), Titan-killer
Gargantuan Scything Talons   (base contact)   Assault Weapons   Extra Attack (+1), Titan-killer (1D3)


I'd rather not add extra FF attacks to the cluster spines since it never had them before. I'm just looking to extrapolate the SM/TL effects into EA.

For the bio-cannon, the titan-grade version had more attacks in SM/TL hence the RoF increase for it here.

For the Ripper Tentacles, I think the the current 9.2.1 rules are fair enough. I don't believe Spore Pods or Stinger Salvos ever had models however, hence why they've been left out. We can obviously add them in at a later date however.

Author:  BlackLegion [ Thu Nov 03, 2011 10:45 am ]
Post subject:  Re: [Xeno-Biostatistics] Bio-titan weapons

Bio-Cannon should be the same for each creature. Still thonk 2 x AP3+/AT4+ is the way to go.
Ripper Tentacles would be more proper represented if they would give First Strike to the basic CC-attacks.

Author:  Evil and Chaos [ Thu Nov 03, 2011 11:01 am ]
Post subject:  Re: [Xeno-Biostatistics] Bio-titan weapons

Just leave the bio-cannon as the same for each creature please. You're just adding unnessesary complication otherwise IMO.

Author:  Dave [ Thu Nov 03, 2011 3:06 pm ]
Post subject:  Re: [Xeno-Biostatistics] Bio-titan weapons

So noted on the bio-cannon.

Author:  zombocom [ Thu Nov 03, 2011 4:38 pm ]
Post subject:  Re: [Xeno-Biostatistics] Bio-titan weapons

Interesingly, the biocannon on the hierophant in the apocalypse rules does actually have more shots than the Barbed Hierodule one, so we could go either way on that one.

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