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Wh40k weapons to Epic

 Post subject: Wh40k weapons to Epic
PostPosted: Tue Jan 08, 2008 2:06 am 
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Good point. But you should remember that the Lascannon hasn't only a 33% chance of destroying one single vehicle in 6 Turns of Wh40k but in Epic it has only a to hit value of AT5+

The reason is, that it wouldn't be fun if eachshot would autokill one or more units.

Ad the in-game reason would be that with shooting at above 15cm (ca 18"-30") the accuracy decreases and thus results in this "bad" to hit values.

P.S: Hmm 16 downloads in one day so far.  And no other commentator than ragnarok. Is this a good or a bad sign? :D





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 Post subject: Wh40k weapons to Epic
PostPosted: Thu Jan 10, 2008 1:03 pm 
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Ok. Two days have passed 18 downloads until now. Only one comment.

Seems i really did this only for me and all other hold totheold saying: "If you don't have any nice word to spare...hold your mouth." :D

Hmm what will i do next? Perhabs adding CC and FF modifiers to the different Small Arms weapons?
I fear in the end i will have come up with Epic: Armageddon V2 :D

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 Post subject: Wh40k weapons to Epic
PostPosted: Thu Jan 10, 2008 1:11 pm 
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It's a useful project for finding vast disparaties I guess, but Epic tends to go in for 'operational' rather than 'ideal' weapon stats, so stats can go up and down.

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 Post subject: Wh40k weapons to Epic
PostPosted: Thu Jan 10, 2008 1:19 pm 
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Hmm. I wonder how agame of Epic will turn out if both players would use my calculated weapon stats?

For the calculating system i started with the Heavy Bolter (the definitive AP weapon) and the Lascannon (the definitive AT weapon) and the Missile Launcher and Autocannon (both the jack-of-all-trades-master-of-none weapons).
And the result is the 14 pages volume in the first posting :D

Oh and i miscalculated the range of the Tau Pulserifle, Pulse Carbine and Smart Missile System.
Pulserifle should have 30cm AP6+
Pulsecarbine should have 15cm AP6+ Disrupt
Smart Missile System should have 30cm AP6+ no LOS required





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 Post subject: Wh40k weapons to Epic
PostPosted: Tue Jan 29, 2008 9:08 pm 
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Currentyl i thing about of having the Gauss weapons an effect.
In Wh40k on a to hit roll of 6 Gauss weapons autowound and/or cause a galncing hit evenif the strength wouldn't be enough for this.

I'm undecided if this should cause an better to hit roll but this would set them on par with Rending which is more powerful. or give all Gauss weapons the  Lance special ability.

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 Post subject: Wh40k weapons to Epic
PostPosted: Tue Jan 29, 2008 10:34 pm 
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Blacklegion: The Guass weapons rule is neatly included in the current necron list by giving all guass weapons an AT6+ shot, to represent that every single necron guass gun has a chance of destroying vehicles.

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 Post subject: Wh40k weapons to Epic
PostPosted: Wed Jan 30, 2008 4:56 pm 
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So it would be like Rending in my WeaponTranslationSystem but only for AT not for AP but will give atleast an AT6+ shot regardless of the weapons strength?.

And what is with the auto-wound ability on infantry?

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 Post subject: Wh40k weapons to Epic
PostPosted: Wed Jan 30, 2008 5:16 pm 
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The gauss infantry auto-wound is pretty pointless. ?It only affects T8+ targets. ?That's C'Tan (er..why would necrons shoot at their own gods?), wraithlords (which are vehicles in epic), and gargantuan creatures (which are WE in epic).

So in E:A terms, it's already covered if you give them AT6+

Personally, I think it should be AT7+. ?The gauss effect is still supposed to be quite rare to pull it off in 40K, and most glancing hits don't kill a vehicle in 40K anyway. ?E:A sensibly allows for a 7+ to hit in the core shooting rules.






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 Post subject: Wh40k weapons to Epic
PostPosted: Wed Jan 30, 2008 5:24 pm 
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The auto-wound affects all infantry because on a to-hit roll of 6 it auto-wounds...not on the to-wound roll.
Rending does the same but additionally doesn't allow an armour save.

And yes AT7+ sounds more reasonable than AT6+.

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 Post subject: Wh40k weapons to Epic
PostPosted: Wed Jan 30, 2008 7:36 pm 
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BlackLegion: are you certain? I thought it was only on 6s to wound...

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 Post subject: Wh40k weapons to Epic
PostPosted: Wed Jan 30, 2008 7:54 pm 
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Ah..ok you're right. Autowound on the to-wound roll of 6.

So i have the following:
Gives an AT7+ shot if the weapon already has an AP shot.
Enables a Range 18"-30" Strength 4+ weapon a Range 15cm AP6+ attack.

So Necron Warriors with Gauss Flayers would have 2 x 15cm AP5+/AT6+
Necron Immortals with Gauss Blasters would have 2 x 30cm AP4+/AT6+
(note that because each unit represents 5 models, each armed with the same weapon their AP and AT values are improved by 1 and have one more shot)





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 Post subject: Wh40k weapons to Epic
PostPosted: Wed Jan 30, 2008 7:56 pm 
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(Muad'Dib @ Jan. 30 2008,16:16)
QUOTE
Personally, I think it should be AT7+. ?The gauss effect is still supposed to be quite rare to pull it off in 40K, and most glancing hits don't kill a vehicle in 40K anyway. ?E:A sensibly allows for a 7+ to hit in the core shooting rules.

But it's *five* (or seven if you're generous with you Chaos Androids!  :D ) Necron Warriors doing the firing at the vehicle... AT6+ seems fine by me.

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 Post subject: Wh40k weapons to Epic
PostPosted: Wed Jan 30, 2008 7:56 pm 
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See above edit :)
This is why, for example, the Reaper Missile Launcher has AP6+ but the Dark Reaper unit has 2 x AP5+.





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 Post subject: Wh40k weapons to Epic
PostPosted: Wed Jan 30, 2008 9:09 pm 
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Updated the file. New WeaponTableV1.1 can be found at the link in the first posting NOT in the attachement. :)

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 Post subject: Wh40k weapons to Epic
PostPosted: Thu Jan 31, 2008 5:12 pm 
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Update: Version 1.2 is now available. I added all the new Ork weapons from the new Codex Orks :)

And i'm thinking about changing Strength D weapons from TK(2) to TK(D3).
Reson is that on a hit a Strength D weapon will cause the loss of 1 point of DC on a roll of 4+ on the war engine damage table. And on a roll of 5+ it causes theloss of 1 DC and you can roll again on the damage table. If you score a 5+ again you can roll again..and so on.
With this you are theoretically able to destroy a Warlord Titan with one shot provided the shields are down!

This would be a bit overpowered in Epic because the equivalent would be the old  Pulse rule for certain Eldar weapons but without the cap of 3 shot and restricted to only hit one target unit.





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