Post by Rolling Thunder on Feb 22, 2011 13:25:37 GMT -5
Right, you miserable gang, here is the complete list of the weapons rewrites for my Defiance system.
Explanations/Global notes:
Numbers in parentheses after a weapon's range bracket indicate the number of effective shots that weapon can lay down at that range, basically, the number of shots that weapon has at a given range.
Asterices in brackets indicate that the number of shots a weapon may fire at that range depends on the number of shots the weapon type has.
All shooting at Long Range is at an automatic -1 Penalty to hit.
Sustained Fire rules: A weapon with the Sustained Fire ability may, if the unit using it is stationary and not pinned, fire double the normal number of shots it would be able to normally.
Design notes: As you can see, this update places a lot more firepower in the hands of the basic infantryman. The kind of firepower that previously required giant blocks of 30+ men can now be generated by two five-man fireteams. Basic infantry weapons are now much more effective and have a much greater range, meaning that cover now becomes much more effective.
Small arms
- May Move and Fire.
- May Be Fired in the assault phase.
- -1 To Hit when moving and firing [Assault Weapons ignore this].
[/b][/tr]
[tr][td]Pistol/Laspistol[/td][td]3[/td][td]X[/td][td]12" (2)[/td][td]18" (2)[/td][td]X[/td][td]Assault Weapon[/td][td]1pt[/td][/tr]
[tr][td]Heavy Pistol/Hellpistol[/td][td]4[/td][td]6[/td][td]12"(2)[/td][td]18"(1)[/td][td]X[/td] [td]Assault Weapon[/td][td]2pts[/td][/tr]
[tr][td]Bolt Pistol[/td][td]5[/td][td]5[/td][td]12"(1)[/td][td]18"(1)[/td][td]X[/td] [td][/td][td]15pts[/td][/tr]
[tr][td]Plasma Pistol[/td][td]8[/td][td]2[/td][td]12"(1)[/td][td]18"(1)[/td][td][/td][td]Gets Hot.[/td][td]40pts[/td][/tr]
[tr][td]Submachine Gun/Lascarbine[/td][td]3[/td][td]X[/td][td]24"(4)[/td][td]36"(2)[/td][td]48"(1)[/td] [td]Assault Weapon[/td][td]2pts[/td][/tr]
[tr][td]Assault Rifle/Lasgun[/td][td]3[/td][td]6[/td][td]24"(4)[/td][td]48"(2)[/td][td]72"(1)[/td] [td][/td][td]3pts[/td][/tr]
[tr][td]Battle Rifle/Hot-Shot Lasgun[/td][td]4[/td][td]5[/td][td]24"(2)[/td][td]48"(2)[/td][td]96"(1)[/td] [td][/td][td]3pts[/td][/tr]
[tr][td]Boltgun[/td][td]5[/td][td]5[/td][td]24"(3)[/td][td]48"(2)[/td][td]72" (1)[/td] [td][/td][/tr]
[tr][td]Light Shotgun (Buckshot)[/td][td]3[/td][td]X[/td][td]8"(2)[/td][td][/td][td][/td][td]Re-roll To Hit, Re-Roll To Wound, Assault Weapon[/td][td]2pts [/td][/tr]
[tr][td]Heavy Shotgun (Buckshot)[/td][td]4[/td][td]X[/td][td]10"(*)[/td][td][/td][td][/td][td]Re-roll To Hit, Re-Roll To Wound, Assault Weapon[/td][td]4pts if semi/pump (2 shots), 6pts if automatic (3 shots) [/td][/tr]
[tr][td]Light Shotgun (Slugs)[/td][td]3[/td][td]X[/td][td]24"(2)[/td][td]36"(1)[/td][td]48"(1)[/td][td][/td][td]2pts [/td][/tr]
[tr][td]Heavy Shotgun (Slugs)[/td][td]4[/td][td]6[/td][td]24"(*)[/td][td]36"(*)[/td][td]48"(1)[/td][td][/td][td]4pts if semi/pump (2 shots), 6pts if automatic (3 shots) [/td][/tr][/table]
Heavy Weapons
- May Move and Fire [-1 To Hit Unless Specified]
- May Not be Fired in the Assault Phase.
- Any enemy unit fired upon must take a morale test as if it had lost 25% casualties.
- Using the Flamethrower:
The Flamethrower has a range of 12"+template. You may place the template directly along the tape measure - the two ends of the template in a direct line from the model. The flamethrower still must roll to hit, but completely ignores all cover penalties (as it tends to set fire to the cover).
[/b][/tr]
[tr][td]Medium Machine Gun[/td][td]4[/td][td]5[/td][td]24"(4)[/td][td]48"(4)[/td][td]96"(3)[/td][td]Sustained Fire, -2 Shots if moving, [/td][td]6pts[/td][/tr]
[tr][td]Anti-Material Rifle[/td][td]5[/td][td]3[/td][td]24"(1)[/td][td]48"(1)[/td][td]160"(1)[/td][td]May not move and fire. [/td][td]10pts[/td][/tr]
[tr][td]Burner[/td][td]4[/td][td]5[/td][td]Template[/td][td][/td][td][/td][td]Re-roll To Wound, Assault Weapon[/td][td]6pts[/td][/tr]
[tr][td]Flamethrower[/td][td]5[/td][td]4[/td][td]12"+Template[/td][td][/td][td][/td][td]Re-roll To Wound[/td][td]8pts[/td][/tr]
[tr][td]Plasma Gun[/td][td]8[/td][td]2[/td][td]24"(3)[/td][td]48"(2)[/td][td]72"(1)[/td][td]Gets Hot (applies only if more than one shot is fired.)[/td][td]40pts[/td][[/tr]
[tr][td]Meltagun[/td][td]X[/td][td]X[/td][td]6" (D)[/td][td]12" (S8 AP1)[/td][td]18" (S6 AP3)[/td][td]Beam Weapon.[/td][td]20pts[/td][/tr]
[tr][td]Grenade Launcher[/td][td]X[/td][td]X[/td][td]24" (*)[/td][td]48" (2)(Maximum)[/td][td]72"(1)[/td][td][/td][td]4 points if 1 shot, 8 if two-shot and twelve if three-shot.[/td][/tr]
[tr][td]Frag Grenade (Centre)[/td][td]5[/td][td]3[/td][td]6"(1)[/td][td][/td][td][/td][td]3"Blast[/td][/tr]
[tr][td]Frag Grenade (Blast)[/td][td]3[/td][td]-[/td][td]6"(1)[/td][td][/td][td][/td][td]3"Blast[/td][/tr]
[tr][td]Krak Grenade[/td][td]6[/td][td]3[/td][td]6"(1)[/td][td][/td][td][/td][td][/td][/tr]
[tr][td]Missile Launcher[/td][td]X[/td][td]X[/td][td]24" (1)[/td][td]48" (1)[/td][td]160"(1)[/td][td][/td][td]10pts[/td][/tr]
[tr][td]Frag Missile(Centre)[/td][td]6[/td][td]2[/td][td][/td][td][/td][td][/td][td]4"Blast[/td][/tr]
[tr][td]Frag Missile(Blast)[/td][td]4[/td][td]6[/td][td][/td][td][/td][td][/td][td]4"Blast[/td][/tr]
[tr][td]Krak Missile[/td][td]8[/td][td]2[/td][td][/td][td][/td][td][/td][td][/td][/tr]
[/table]
Emplaced Weapons.
- Must be deployed on a tripod, with 2 humans between them.
- Space Marines may carry one by themselves.
- May Not Move and Fire.
- Any enemy unit fired upon must take a morale test as if it had lost 25% casualties.
[/b][/tr]
[tr][td]Heavy Machine gun[/td][td]5[/td][td]3[/td][td]36"(6)[/td][td]72"(6)[/td][td]120"(4)[/td][td][/td][td]10pts[/td][/tr]
[tr][td]Light Autocannon[/td][td]6[/td][td]3[/td][td]36"(5)[/td][td]60"(5)[/td][td]120"(4)[/td][td][/td][td]15pts[/td][/tr]
[tr][td]Heavy Autocannon (Solid Shot)[/td][td]8[/td][td]2[/td][td]36"(3)[/td][td]60"(3)[/td][td]120"(2)[/td][td][/td][td]20pts[/td][/tr]
[tr][td]Heavy Autocannon (High Explosive)[/td][td]5[/td][td]4[/td][td]36"(3)[/td][td]60"(3)[/td][td]120"(2)[/td][td]3" Blast.[/td][/tr]
[tr][td]Plasma Cannon (Concentrated)[/td][td]8[/td][td]2[/td][td]24"(1)[/td][td]48"(1)[/td][td]96"(1)[/td][td]3" Blast, Gets Hot.[/td][/tr]
[tr][td]Plasma Cannon (Burst)[/td][td]8[/td][td]2[/td][td]24"(4)[/td][td]48"(3)[/td][td]96"(1)[/td][td]Gets Hot.[/td][td]55pts[/td][/tr]
[tr][td]Multi-Melta[/td][td]X[/td][td]X[/td][td]24"(D)[/td][td]36"(S8 AP1)[/td][td]96"(S6 AP3)[/td][td]Beam Weapon[/td][td]30pts[/td][/tr]
[tr][td]Lascannon[/td][td]9[/td][td]2[/td][td]36"(1)[/td][td]72"(1)[/td][td]96" (1)[/td][td]Beam Weapon[/td][td]30pts[/td][/tr]
[/table]
WARGEAR
Armour:
Light Armour (6+): 2pts
Medium Armour (5+): 3pts
Heavy Armour (4+): 6pts
Advanced Carapace/Exoskeleton armour: 3+ (15pts)
Power Armour: 2+ save. (25pts) (Humans Only)
Close Combat Weapons:
Close Combat Weapon (1pt): +1 Attack
Bayonet (1pt): A weapon bayonet counts as a two-handed close-combat weapon on the charge, and a one-handed weapon in every combat turn thereafter. This may not be combined with other weapons to gain additional attacks.
Two-handed Close Combat Weapon (2pt): +1 Attack, +1 Strength
One-handed Chain Weapon (5pts): +1 Attack, +1 Strength.
Two-Handed Chain Weapon (10pts): +1 Attack, +2 Strength.
One-Handed Power Weapon (10pts): +1 Attack, +1 Strength, Ignore Armour Saves.
Two-Handed Power Weapon (15pts): +1 Attack, +2 Strength, Ignore Armour Saves.
Shield: (1pt): +1 to Armour Save in Close Combat.*
Storm Shield (15pts: +1 Armour Save in Close Combat, 6+ Ward Save.*
Large Shield (1pt): +1 to Armour Save.
Suppression Shield (15pts): +1 Armour Save, 5+ Ward Save.
Refractor Field (15pts): Grants a 5+ Ward.
Standard (Command Sections Only) 10pts : All units within a platoon/company that can draw line of sight to the standard may re-roll failed morale tests.
If the standard bearer is killed, all units in the platoon/company must take an immediate morale check.
Communications Equipment: . Allows units to remain in communication with other units outside of their 12” Area of Influence. Any unit carrying a vox-caster counts as being in communication with any other unit with a vox-caster. 5pts
Auspex/Scanning Gear: 10pts: Any unit equipped with an auspex may remain on Overwatch even when moving.
*May be combined with two-handed weapons.
Squad Wargear/Upgrades: [any squad buying this wargear must have all it's members equipped with it].
Motorbike: (5pts).
Armoured Bike: (10pts)
Jet Pack: (15pts)
Cavalry Mount: (10pts)
Camo USR: (2pts)
Infiltrators: Forward Deployment USR: 2pts
Infiltrators: Ambushers (6pts) Gives the Infiltrators: Ambush Special Rule, the Camo USR and the Infiltrators: Forward Deployment USR.
Drop Troops: (1pt Per Model)
Chem-Implants:
OnSlaught (2pts) : Gives +1 Attack and +1 Initiative. However, any squad rolling a double to activate is subject to Rage (regardless of whether the activation test passes or fails).
Kalma (2pts): Grants Stubborn. However, any squad rolling a double for an Overwatch test will automatically fail the test (and will still fail normally).
Frenzon/Fanaticism (2pts): Any activated unit is Fearless, but may not make any kind of fall back move.
Close Order Drill(1pt): See the Imperial Guard 4th Edition Codex. Only applies to bayonet-armed units.
Explanations/Global notes:
Numbers in parentheses after a weapon's range bracket indicate the number of effective shots that weapon can lay down at that range, basically, the number of shots that weapon has at a given range.
Asterices in brackets indicate that the number of shots a weapon may fire at that range depends on the number of shots the weapon type has.
All shooting at Long Range is at an automatic -1 Penalty to hit.
Sustained Fire rules: A weapon with the Sustained Fire ability may, if the unit using it is stationary and not pinned, fire double the normal number of shots it would be able to normally.
Design notes: As you can see, this update places a lot more firepower in the hands of the basic infantryman. The kind of firepower that previously required giant blocks of 30+ men can now be generated by two five-man fireteams. Basic infantry weapons are now much more effective and have a much greater range, meaning that cover now becomes much more effective.
Small arms
- May Move and Fire.
- May Be Fired in the assault phase.
- -1 To Hit when moving and firing [Assault Weapons ignore this].
Weapon Name | S | AP | Short Range | Medium Range | Long Range | Notes | Points Cost |
[tr][td]Pistol/Laspistol[/td][td]3[/td][td]X[/td][td]12" (2)[/td][td]18" (2)[/td][td]X[/td][td]Assault Weapon[/td][td]1pt[/td][/tr]
[tr][td]Heavy Pistol/Hellpistol[/td][td]4[/td][td]6[/td][td]12"(2)[/td][td]18"(1)[/td][td]X[/td] [td]Assault Weapon[/td][td]2pts[/td][/tr]
[tr][td]Bolt Pistol[/td][td]5[/td][td]5[/td][td]12"(1)[/td][td]18"(1)[/td][td]X[/td] [td][/td][td]15pts[/td][/tr]
[tr][td]Plasma Pistol[/td][td]8[/td][td]2[/td][td]12"(1)[/td][td]18"(1)[/td][td][/td][td]Gets Hot.[/td][td]40pts[/td][/tr]
[tr][td]Submachine Gun/Lascarbine[/td][td]3[/td][td]X[/td][td]24"(4)[/td][td]36"(2)[/td][td]48"(1)[/td] [td]Assault Weapon[/td][td]2pts[/td][/tr]
[tr][td]Assault Rifle/Lasgun[/td][td]3[/td][td]6[/td][td]24"(4)[/td][td]48"(2)[/td][td]72"(1)[/td] [td][/td][td]3pts[/td][/tr]
[tr][td]Battle Rifle/Hot-Shot Lasgun[/td][td]4[/td][td]5[/td][td]24"(2)[/td][td]48"(2)[/td][td]96"(1)[/td] [td][/td][td]3pts[/td][/tr]
[tr][td]Boltgun[/td][td]5[/td][td]5[/td][td]24"(3)[/td][td]48"(2)[/td][td]72" (1)[/td] [td][/td][/tr]
[tr][td]Light Shotgun (Buckshot)[/td][td]3[/td][td]X[/td][td]8"(2)[/td][td][/td][td][/td][td]Re-roll To Hit, Re-Roll To Wound, Assault Weapon[/td][td]2pts [/td][/tr]
[tr][td]Heavy Shotgun (Buckshot)[/td][td]4[/td][td]X[/td][td]10"(*)[/td][td][/td][td][/td][td]Re-roll To Hit, Re-Roll To Wound, Assault Weapon[/td][td]4pts if semi/pump (2 shots), 6pts if automatic (3 shots) [/td][/tr]
[tr][td]Light Shotgun (Slugs)[/td][td]3[/td][td]X[/td][td]24"(2)[/td][td]36"(1)[/td][td]48"(1)[/td][td][/td][td]2pts [/td][/tr]
[tr][td]Heavy Shotgun (Slugs)[/td][td]4[/td][td]6[/td][td]24"(*)[/td][td]36"(*)[/td][td]48"(1)[/td][td][/td][td]4pts if semi/pump (2 shots), 6pts if automatic (3 shots) [/td][/tr][/table]
Heavy Weapons
- May Move and Fire [-1 To Hit Unless Specified]
- May Not be Fired in the Assault Phase.
- Any enemy unit fired upon must take a morale test as if it had lost 25% casualties.
- Using the Flamethrower:
The Flamethrower has a range of 12"+template. You may place the template directly along the tape measure - the two ends of the template in a direct line from the model. The flamethrower still must roll to hit, but completely ignores all cover penalties (as it tends to set fire to the cover).
Weapon Name | S | AP | Short Range | Medium Range | Long Range | Notes |
[tr][td]Medium Machine Gun[/td][td]4[/td][td]5[/td][td]24"(4)[/td][td]48"(4)[/td][td]96"(3)[/td][td]Sustained Fire, -2 Shots if moving, [/td][td]6pts[/td][/tr]
[tr][td]Anti-Material Rifle[/td][td]5[/td][td]3[/td][td]24"(1)[/td][td]48"(1)[/td][td]160"(1)[/td][td]May not move and fire. [/td][td]10pts[/td][/tr]
[tr][td]Burner[/td][td]4[/td][td]5[/td][td]Template[/td][td][/td][td][/td][td]Re-roll To Wound, Assault Weapon[/td][td]6pts[/td][/tr]
[tr][td]Flamethrower[/td][td]5[/td][td]4[/td][td]12"+Template[/td][td][/td][td][/td][td]Re-roll To Wound[/td][td]8pts[/td][/tr]
[tr][td]Plasma Gun[/td][td]8[/td][td]2[/td][td]24"(3)[/td][td]48"(2)[/td][td]72"(1)[/td][td]Gets Hot (applies only if more than one shot is fired.)[/td][td]40pts[/td][[/tr]
[tr][td]Meltagun[/td][td]X[/td][td]X[/td][td]6" (D)[/td][td]12" (S8 AP1)[/td][td]18" (S6 AP3)[/td][td]Beam Weapon.[/td][td]20pts[/td][/tr]
[tr][td]Grenade Launcher[/td][td]X[/td][td]X[/td][td]24" (*)[/td][td]48" (2)(Maximum)[/td][td]72"(1)[/td][td][/td][td]4 points if 1 shot, 8 if two-shot and twelve if three-shot.[/td][/tr]
[tr][td]Frag Grenade (Centre)[/td][td]5[/td][td]3[/td][td]6"(1)[/td][td][/td][td][/td][td]3"Blast[/td][/tr]
[tr][td]Frag Grenade (Blast)[/td][td]3[/td][td]-[/td][td]6"(1)[/td][td][/td][td][/td][td]3"Blast[/td][/tr]
[tr][td]Krak Grenade[/td][td]6[/td][td]3[/td][td]6"(1)[/td][td][/td][td][/td][td][/td][/tr]
[tr][td]Missile Launcher[/td][td]X[/td][td]X[/td][td]24" (1)[/td][td]48" (1)[/td][td]160"(1)[/td][td][/td][td]10pts[/td][/tr]
[tr][td]Frag Missile(Centre)[/td][td]6[/td][td]2[/td][td][/td][td][/td][td][/td][td]4"Blast[/td][/tr]
[tr][td]Frag Missile(Blast)[/td][td]4[/td][td]6[/td][td][/td][td][/td][td][/td][td]4"Blast[/td][/tr]
[tr][td]Krak Missile[/td][td]8[/td][td]2[/td][td][/td][td][/td][td][/td][td][/td][/tr]
[/table]
Emplaced Weapons.
- Must be deployed on a tripod, with 2 humans between them.
- Space Marines may carry one by themselves.
- May Not Move and Fire.
- Any enemy unit fired upon must take a morale test as if it had lost 25% casualties.
Weapon Name | S | AP | Short Range | Medium Range | Long Range | Notes |
[tr][td]Heavy Machine gun[/td][td]5[/td][td]3[/td][td]36"(6)[/td][td]72"(6)[/td][td]120"(4)[/td][td][/td][td]10pts[/td][/tr]
[tr][td]Light Autocannon[/td][td]6[/td][td]3[/td][td]36"(5)[/td][td]60"(5)[/td][td]120"(4)[/td][td][/td][td]15pts[/td][/tr]
[tr][td]Heavy Autocannon (Solid Shot)[/td][td]8[/td][td]2[/td][td]36"(3)[/td][td]60"(3)[/td][td]120"(2)[/td][td][/td][td]20pts[/td][/tr]
[tr][td]Heavy Autocannon (High Explosive)[/td][td]5[/td][td]4[/td][td]36"(3)[/td][td]60"(3)[/td][td]120"(2)[/td][td]3" Blast.[/td][/tr]
[tr][td]Plasma Cannon (Concentrated)[/td][td]8[/td][td]2[/td][td]24"(1)[/td][td]48"(1)[/td][td]96"(1)[/td][td]3" Blast, Gets Hot.[/td][/tr]
[tr][td]Plasma Cannon (Burst)[/td][td]8[/td][td]2[/td][td]24"(4)[/td][td]48"(3)[/td][td]96"(1)[/td][td]Gets Hot.[/td][td]55pts[/td][/tr]
[tr][td]Multi-Melta[/td][td]X[/td][td]X[/td][td]24"(D)[/td][td]36"(S8 AP1)[/td][td]96"(S6 AP3)[/td][td]Beam Weapon[/td][td]30pts[/td][/tr]
[tr][td]Lascannon[/td][td]9[/td][td]2[/td][td]36"(1)[/td][td]72"(1)[/td][td]96" (1)[/td][td]Beam Weapon[/td][td]30pts[/td][/tr]
[/table]
WARGEAR
Armour:
Light Armour (6+): 2pts
Medium Armour (5+): 3pts
Heavy Armour (4+): 6pts
Advanced Carapace/Exoskeleton armour: 3+ (15pts)
Power Armour: 2+ save. (25pts) (Humans Only)
Close Combat Weapons:
Close Combat Weapon (1pt): +1 Attack
Bayonet (1pt): A weapon bayonet counts as a two-handed close-combat weapon on the charge, and a one-handed weapon in every combat turn thereafter. This may not be combined with other weapons to gain additional attacks.
Two-handed Close Combat Weapon (2pt): +1 Attack, +1 Strength
One-handed Chain Weapon (5pts): +1 Attack, +1 Strength.
Two-Handed Chain Weapon (10pts): +1 Attack, +2 Strength.
One-Handed Power Weapon (10pts): +1 Attack, +1 Strength, Ignore Armour Saves.
Two-Handed Power Weapon (15pts): +1 Attack, +2 Strength, Ignore Armour Saves.
Shield: (1pt): +1 to Armour Save in Close Combat.*
Storm Shield (15pts: +1 Armour Save in Close Combat, 6+ Ward Save.*
Large Shield (1pt): +1 to Armour Save.
Suppression Shield (15pts): +1 Armour Save, 5+ Ward Save.
Refractor Field (15pts): Grants a 5+ Ward.
Standard (Command Sections Only) 10pts : All units within a platoon/company that can draw line of sight to the standard may re-roll failed morale tests.
If the standard bearer is killed, all units in the platoon/company must take an immediate morale check.
Communications Equipment: . Allows units to remain in communication with other units outside of their 12” Area of Influence. Any unit carrying a vox-caster counts as being in communication with any other unit with a vox-caster. 5pts
Auspex/Scanning Gear: 10pts: Any unit equipped with an auspex may remain on Overwatch even when moving.
*May be combined with two-handed weapons.
Squad Wargear/Upgrades: [any squad buying this wargear must have all it's members equipped with it].
Motorbike: (5pts).
Armoured Bike: (10pts)
Jet Pack: (15pts)
Cavalry Mount: (10pts)
Camo USR: (2pts)
Infiltrators: Forward Deployment USR: 2pts
Infiltrators: Ambushers (6pts) Gives the Infiltrators: Ambush Special Rule, the Camo USR and the Infiltrators: Forward Deployment USR.
Drop Troops: (1pt Per Model)
Chem-Implants:
OnSlaught (2pts) : Gives +1 Attack and +1 Initiative. However, any squad rolling a double to activate is subject to Rage (regardless of whether the activation test passes or fails).
Kalma (2pts): Grants Stubborn. However, any squad rolling a double for an Overwatch test will automatically fail the test (and will still fail normally).
Frenzon/Fanaticism (2pts): Any activated unit is Fearless, but may not make any kind of fall back move.
Close Order Drill(1pt): See the Imperial Guard 4th Edition Codex. Only applies to bayonet-armed units.