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Modular Weapons costs 2.1

 Post subject: Modular Weapons costs 2.1
PostPosted: Tue Oct 03, 2006 12:35 pm 
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Just some minor changes to the Plasma Cannon & Melta Cannon's stats.

As usual, if you can't download it I'll email it your way.


Version 2.11





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 Post subject: Modular Weapons costs 2.1
PostPosted: Tue Oct 03, 2006 4:59 pm 
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Nice.
Have the plasma weapons the option to shoot only half their shots per round and so get around the slow-firing as with the Warhounds plasmablastgun in the rulebook?

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 Post subject: Modular Weapons costs 2.1
PostPosted: Tue Oct 03, 2006 5:03 pm 
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Although not explicit I believe that's the intent of all multiple-attack weapons with slow firing.

That's how I've been playing it at any rate.

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 Post subject: Modular Weapons costs 2.1
PostPosted: Tue Oct 03, 2006 5:08 pm 
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But only under the notes of the warhound it's explicitely stated. Thats why i wonder.

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 Post subject: Modular Weapons costs 2.1
PostPosted: Wed Oct 04, 2006 7:47 pm 
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I've just noticed that the AMTL carapace multilasers are two for 50pts where as the modular weapon costs are 1 for 50pts. Is this a typo?

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 Post subject: Modular Weapons costs 2.1
PostPosted: Wed Oct 04, 2006 7:51 pm 
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Yes it's a typo, sorry.

Another typo is that Devotional Bells don't give +5 speed, lol. :D

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 Post subject: Modular Weapons costs 2.1
PostPosted: Wed Oct 04, 2006 7:55 pm 
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(Evil and Chaos @ Oct. 04 2006,19:51)
QUOTE
Yes it's a typo, sorry.

Another typo is that Devotional Bells don't give +5 speed, lol. :D

Nor does it take up two carapace slots.

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 Post subject: Modular Weapons costs 2.1
PostPosted: Wed Oct 04, 2006 8:00 pm 
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Yeah I noticed it yesterday. :)

EDIT:

Gone to version 2.11, to fix the above.





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 Post subject: Modular Weapons costs 2.1
PostPosted: Thu Oct 12, 2006 1:02 am 
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Had a quick game with CAL last night using these rules. He took 1 standard Warlord with legate and sacred standard, reaver with 3 MRL and firecontrol head, and 2 warhounds (VMB + TLD and TLD + InfG)

I had CSM and the only WE i had was a banelord. The bane lord and warlord faced off against each other and the banelord died in turn 2. The warlord though went up in turn 3 when a critical caused by the banelord made it blow. The reaver spent the game parked on CALs baseline objective. While scary it didn't kill much until turn 3 when it dumped its missiles on a broken chosen formation. The warhounds were a pain the whole time, they ran back and fro killing CSM wherever they went.

In the end CSM went down to AMTL 1-3. (BTS) Vs (BTS,T&H,Blitz).

Overall i like the flexibility that the modular cost offers. I didn't find them too overpowered, i think the loss was more to insufficient TK weapons on my side and a few bad tactical decisions, plus failing a few critical Initiative rolls.


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 Post subject: Modular Weapons costs 2.1
PostPosted: Thu Oct 12, 2006 9:20 pm 
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That's cool then. :)


I do think that the modular list is at this point more balanced / more fun than the basic AMTL 2.0 list, at least that's how my own experiences have gone.

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 Post subject: Modular Weapons costs 2.1
PostPosted: Fri Mar 02, 2007 3:47 pm 
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Can I make a minor layout suggestion?  I think it would be better to arrange the material in vertical book format (8.5 x 11), rather than horizontally (11 x 8.5).

Other than that, the material looks great,.


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