Some were suggested in the previous thread, copy and pasted below.
Quote:
Black Legion: And the gun on the Colossus is quite lighter than the Bombards gun.
Comparison:
Colossus Siege Mortar
Range 24-240", Strength 6, Armourpiercing 3, Ordnance 1, Barrage, 5"Blast, Can't shoot direct. Ignore Cover Saves.
Bombard Heavy Siege Mortar
Range 36-240", Strength 8, Armourpiercing 3. Ordnance 1, Barrage, 7"Blast, Can't shoot direct. Rolls 2D6 for penetration against bunkers and buildings.
Also the Bombard itself is always open-topped, can only move 6" and only move or shoot and can only shoot every other turn.
If i would invent new stats for the Leman Russ chassis Bombard it could look something like this:
Bombard Heavy Siege Mortar
Type Speed Armour CloseCombat Firefight
Armoured Vehicle 15cm 6+ 6+ 6+
Weapon Range Firepower Notes
Heavy Siege Mortar 30-120cm 2BP Ignore Cover, Indirect Fire, Slow-firing
Notes: The Bombards Heavy Siege Mortar can't fire directly. He has to fire Indirect or can't shoot at all.
Alternative would be to swap 1BP for Disrupt.
They may well need tweaking:
Armour 6+ or 5+?
Move only 15? - do we really want garrisoning over-watching Bombards? Guess the alternative would be to add a "may not garrison" into it's notes.
Is the no direct fire note a good idea? - if it failed it's action test it would presumably then have no way to fire at all?
Costing, 275-300points maybe? (250-275 if no direct fire maybe?) I've never used normal Bombards, disrupt has always seemed better to me than ignore cover, short range aside, but there must be reasons why a 45cm Bombard is costed equivalently to a 200cm range disrupting Manticore.