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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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(Hena @ Aug. 15 2006,03:05)
QUOTE One thing to remember. 40k doesn't have the abstraction of AP / AT / MW / TK / AA. For this reason some more direct examples of 40k doesn't work in epic. What your saying is that any weapon in 40k can fire at aircraft. This isn't true in epic. So in epic only some units get the AA capability. Hmm... not agreeing or disagreeing with anyone's opinion here, but for accuracy regarding the comment below, there are a few facts that may not be understood by all parties.
1) 40K does distinguish between AP / AT / TK and AA. All vehicles have an armor value of 10-14. A player may roll a d6+ their weapons strength to glance the vehicle. Light Vehicles and some fliers are only armor 10 on all sides. So its possible that a S4 weapon might glance a light vehicle. In order to glance a Land Raider (Armor 14 on all sides) you'll need S8 to have a chance at glancing. (Think Krak missile from missile launcher or better)
Thus, if we look as armor 12 as the median value, then it takes at least S6 40K weapons to have a chance to glance 3/5 of the possible armor values of vehicles in 40K.
A2) lso, all 40K weapons have an armor penetration value depicting what armor they go right through with no save possible. Bolter is AP5, so you need 4+ armor (Tau) to have a chance at saving from a wound. Heavy Bolter has an AP4, so you need 3+ armor (marines) to have a chance at saving. Krak Missile has AP3, so you need 2+ armor (terminator) to have a chance at saving. Then Lascannon's & Plasma have an AP2, so you aren't going to be able to save with regular armor against one of these... you are going to need an invulnerable or cover save here.
So again, we can look at 2-6 as possible armor values of troops. We can assume 4 is the median. So any weapons with AP4 or better (Heavy Bolter and better weapons) are quite good at dealing with the majority of infantry armor types in 40K.
3) Regarding AA... 40K weapons fall into three different categories, those that cannot fire, those that can but are severely hindered, and those that are designed to fire at the aircraft.
First, Blast Weapons (small or large) and Template weapons (cone shaped thing) cannot target airplanes.
Second, Unless Anti-Aircraft mounted, all other weapons can attempt to shoot at aircraft, but 1) they ?require a 6+ to hit the thing, and 2) they can only glance it if they hit, and 3) they must reduce their weapons range by 12" when firing at aircraft.
Third, If you have an AA mount, Skyray, Hydra, Necron Pylon, etc... then you can roll to hit as normal with the static value of 7 minus your Ballistic Skill to determine what you need to hit the aircraft.
So here, we can clearly see 3 levels of Anti-aircraft weapon classifications. 40K actually does a better job with anti-aircraft rules than Epic does presently.
Regarding MW - that's easy. Any weapon which is AP1, automatically causes a penetrating hit (instead of glancing) when you break its armor value with your hit... note, most weapons that are AP1 are super heated and either have a high Strength, or have Melta technology to litterally eat through armor and corrode it. Examples would be Melta, Multi-melta, and Volcano Cannons. All are AP1 weapons.
Also, AP1 weapons afford NO armor save to infantry as nothing has better than a 2+ armor save. You must have an invulnerable save in order to deal with such shots.
Regarding Titan Killer. That's actually a named rule in 40K. Weapons like the Shadow Sword's volcano cannon, or the Plasma Blast Guns of the warhound titan, and the Necron Pylon all have the TK ability. These cause D3 structure points or Mass Point loss (tyranids) and tend to cause serious damage. They are high strength weapons of 9+. Regular vehicles have no hope against them.
Epic is much closer to 40K's core design than many may appreciate.
Now, back on to the discussion...
Cheers,
_________________ Rob
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