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Thoughts on the Quake Cannon

 Post subject: Thoughts on the Quake Cannon
PostPosted: Thu Jan 31, 2008 10:41 pm 
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Greetings All,

Just a thought and possible suggestion concerning the Quake Cannon.

What if, instead of a long range bombardment weapon, the Quake Cannon was something more akin to a Super Demolisher Cannon.

Under that scenario, perhaps it might look something like this:

Wombat Pattern Super Demolisher (Macro Cannon)

Range: 45 cm (Perhaps 60cm)
To Hit: Primary Blast Effect MW 4+ (TK1)
To Hit Secondary Blast Effect MW5+ (perhaps MW 6+)

*Special Blast Rules:

As this is a really big honking gun, it has a primary and secondary blast ?effect. ?

When fired, place a standard blast template centering the center hole over the intended target. ?this is the primary target and is attacked using the Primary blast effect.

Any other unit covered by the blast emplate recieves a secondary blast effect attack.

Not sure if this adds an thing new, but thought I would toss it out for discussion.

PlushWombat

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 Post subject: Thoughts on the Quake Cannon
PostPosted: Fri Feb 01, 2008 12:48 pm 
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How do you determine intended target? Can you use it to snipe? What if you have two of them? Does WE size target has any other rules? Is the possible cover checked from blast center or firer?

The idea is fun, but it arises many questions and needs many rules.


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 Post subject: Thoughts on the Quake Cannon
PostPosted: Fri Feb 01, 2008 1:48 pm 
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This is similar to the idea suggested by Ilushia (I think) in which the macro cannon either fires a BP2 disrupt shell or a TK armour penetrating round.  Yours does both at once.

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 Post subject: Thoughts on the Quake Cannon
PostPosted: Fri Feb 01, 2008 2:03 pm 
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That's a fun first post. :)

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 Post subject: Thoughts on the Quake Cannon
PostPosted: Fri Feb 01, 2008 2:58 pm 
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As I see it, a quake cannon used in the manner of a super demolisher cannon would be a direct fire assault weapon and not a bombardment weapon.

As such, the user would choose the primary target and then work out the blast effects.

In regards to War Engines and Titans...primary blast effect would result in one TK attack and in the secondary blast zone one Mw attack.

I would imagine ignore cover might be appropriate...after all it is a big honking gun...and I would also imagine that under the current AMTL 2.0 rules you could take two of them as it is still an assualt weapon.

PlushWombat

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 Post subject: Thoughts on the Quake Cannon
PostPosted: Fri Feb 01, 2008 4:49 pm 
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Nice idea, but as rpr pointed out, sniping would be an issue.

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 Post subject: Thoughts on the Quake Cannon
PostPosted: Fri Feb 01, 2008 5:19 pm 
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If you are interested: My WeponsTranslation syste,m came upo withthe following stats for the Quake Cannon:

Ragnarok Quake Cannon
Range 15-180cm 2 x AP4+/AT4+ Blast, Disrupt
or 2BP Blast, Disrupt, IndirectFire

Note: May either shoot normally or fire a barrage. May only useindirect fire ability when firing barrages.

Blast is a new specialability i invented to do the big 10" templates used in Apocalypse justice:
Weapons with the Blast special ability fire a single explosive shell capable of killing large numbers of infantry. If the weapon hits then you may allocate two hits to the target formation following the usual hit allocation rules as under 1.9.6. in the  Epic: Armageddon Rulebook as long as one of this hits is allocated to an Infantry unit of the target formation. If the weapon also has the Titankiller special ability and/or it has the Melta rule in Wh40k this second hit can also be applied on Light Vehicles, Armoured Vehicles and Warengines. But under any circumstances the same unit can't be hit twice in this manner.





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