N18 Fair Cost

What is a fair cost for a Flamer?

  • 70 credits

  • 90 credits

  • 110 credits

  • 140 credits


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Grav weapons aren't nearly as strong as you are making them out to be.

They are roughly a S3 weapon for all intents and purposes.
- wounds S1 targets on a 2+. (same as a S3 weapon vs T1)
- wounds S2 targets on a 3+. (same as a S3 weapon vs T2)
- wounds S3 targets on a 4+. (same as a S3 weapon vs T3)
- wounds S4 targets on a 5+. (same as a S3 weapon vs T4)
- wounds S5+ targets on a 6. (worse than a S3 weapon vs T5, and equal to a S3 weapon vs T6)

Unlike most weapons in this game, flesh wounds do not make it easier for them to inflict damage.

They only get better late game after people have taken injuries that have reduced their strength.
Look at it from a S only point i see your viewpoint. However should they pass the check, with the stats you helpfully provided, the grav gun ignores all armour. Show me a S3 gun that does that. Also two automatic damage. Again give me a S3 gun that does that.
They also have Blast 3" with no accuracy penalty at short range like the Frag grenade launcher. The blast also slows anyone passing through it and lasts for the rest of the round which adds a useful tactial tool.
The Concussion is just icing unless you have habits of lobbing Photons or face a lot of fools who love hugging cliff edges.

I conceed your Flesh Wounds point.

Also consider how your foes progress. They would given the choice of advancements pick a Toughness upgrade over a Strength one first as Toughness is useful against virtually all weapons and Flesh wounds. Typically nothing except Grav weapons rely on Strength, Goliaths and Slave ogryns aside the typical S is 3 for most fighters so a 4+ wound chance is average and not unreasonable.
 
The Grav Gun isn't terrible, but a Plasma Gun is still a better deal. If they cost the same and I already had a Plasma Gun, I'd probably take one for variety.
Depends on the gang you use and how far you keep to the gang weapon lists.
Van Saars and Delaque lack the grenade launcher as a special weapon natively and this is the low budget crowd control weapon. A Grav gun works very well in that role without the massive cost of suspensors and Rad Cannon/Plasma Cannon etc
 
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Look at it from a S only point i see your viewpoint. However should they pass the check, with the stats you helpfully provided, the grav gun ignores all armour. Show me a S3 gun that does that. Also two automatic damage. Again give me a S3 gun that does that.
They also have Blast 3" with no accuracy penalty at short range like the Frag grenade launcher. The blast also slows anyone passing through it and lasts for the rest of the round which adds a useful tactial tool.
The Concussion is just icing unless you have habits of lobbing Photons or face a lot of fools who love hugging cliff edges.
I like grav weapons, but they are more of a late game buy--when armor become more of an issue--is what I'm saying.

Early game any gun with AP-2 effectively ignores armor. 90-120 credits is a lot for something that is effectively S3, as armor is likely sparse or mesh at best in the early game.

It does have a tactical element with the area of difficult terrain it lays down, which can be nice, and it's always funny to knock people off ledges with it.

It is one of the few blast weapons Delaque have access to. However, blast was hit hard in the current rulebook.
 
Ap-2 :- well ablative armour and undersuits abound... Plus Reflect shrouds are a thing only cost 30 credits which ignore the ap of plasma, melta and las weapons which are the most common early big AP guns.

I have found targeting floors with blast still is not that hard. The Aim action and a telescopic sight overcomes the penalties and on a bs 3+ champion it's reliable enough for me.
 
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Depends on the gang you use and how far you keep to the gang weapon lists.
Van Saars and Delaque lack the grenade launcher as a special weapon natively and this is the low budget crowd control weapon. A Grav gun works very well in that role without the massive cost of suspensors and Rad Cannon/Plasma Cannon etc
It fills a gap, for sure. But if I'm given the choice between removing ready markers and possibly injuring maybe two fighters or a fairly high likelihood of removing an enemy fighter from the table I'm probably leaning towards option 2.
That said, for me the most attractive thing about the Grav Gun is the ability to hinder the opposing gang's movement... and the only thing they can do about is not venture into the grav effect. That's pretty nice.
 
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That said, for me the most attractive thing about the Grav Gun is the ability to hinder the opposing gang's movement... and the only thing they can do about is not venture into the grav effect. That's pretty nice.
All true however the merrily ignoring a champions Carapace armour and undersuits 3+ save cinches it for me. Mwahaha.
 
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