Warmaster Nice wrote:
Hm. An immobilizing weapon sounds interesting. The Eldar already got the nightspinner which can perform "crowd control". It could be interesting tactically to have a weapon that doesn't neccesarily kills, but works in some different tactically disruptive manner.
Remember to Stasis Missile from Adeptus Titanicus?
Something like that maybe?
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Psychic weaponry is dangerous gound as it easily gets very powerfull. Some kind of morale disrupting weapon that uses the large teardrop template, that causes stuff underneat the template to fail morale tests? This means the weapon must be used in conjunction with a different unit that has either broken the target formation or otherwise caused it to take morale tests.
A sonic weapon maybe? Maybe has the effect of the old Eldar knight psychic lance?
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Or a LoS speed disruption weapon - lets call it a freeze gun (could be wave serpent template): Anything hit suffers a -15cm to it's move the following turn?
Or forces units in the target formation to go on First Fire...or Charge or whatever.
Or some kind of long range holofield projector/flash gun that disrupts enemy targetting systems/makes it difficult to see like a -2 or -3 to hit in the following shooting phase.
Just random thought for effects other than "kaboom". Freezing up that Bloodthirster and blasting him from a safe distance, or causing those pesky squats to fail their morale tests just seems like the kind of sneaky tactics them pointy 'eads would use

If I were going for a completely new weapon, I'd go for either a sonic weapon or a crystal projectile weapon along the lines of the tech used by dark eldar... call it something like the Dual Autofire Crystal Cannon Accelerator (DACCA Pronounce Dakka and is the historical source of the Ork desire for "Mor Dakka")
For the sonic weapon I'd go for it having two settings. One acts like a canister round in microarmor, a teardrop shaped template that starts at the end of the barrels and gets laid down on the table and only effects infantry. Any infantry under it are affected... the closer to the effect origin the more severe. Say divide the range of the template into three zones. Those in the first third get killed/knocked out unless they save, those at the medium range get a +1 save to their basic save(if they don't have a save they get a 6+ save), and those on the far end of it get a +2 save or a 5+ save if they have no basic save.
The template of course is useless against vehicles,but does ignore any and all cover including buildings.
The other setting is an armor penetrating weapon that kills the crew (or knocks them out for the game) of a vehicle but leaves the vehicle intact, and is usable against any vehicle including knights and titans.
Could be a sort of disable the enemy for capture type of weapon, and would be a highly useful tank for say Dark Eldar forces.
For the crystal cannon thing... maybe make it a weapon that you have to say what round you fire that round, You get a choice between an HE (high explosive) round that explodes in two overlapping blast templates (Looks like a figure eight) and only useful against Infantry(does no damage to armored units but kills infantry), and an AP round that can be used to kill tanks, but that is useless against infantry.
Just a couple thoughts
As to the teardrop template thing... I'd use the 40k template for the hellhound, and require a mini be at least 75% under it to be effected.
Again, just some thoughts.
For a name for the 3e scorpion if you were going to go for it being a new tank. I'd go with Dragonelle. It's a mythological beast with a dragon body and a lion's head with a nasty roar for it's main attack.
Point wise, I'd go for a similar point cost, move, and save to the heat lance tank.