First post so appologies if its in the wrong place. Ive used the search function to try and find threads with matching content and didn't see one.
Id just like to put up a simple suggestion our campaign group has been using to handle two template and blast weapon issues. The first being target priority and the second being firing at engaged models.
Rational: Models make cool checks to avoid having to shoot the closest target- This makes sense, if you lose your nerve your less able to focus on less immediate threats. This does not apply to template weapons where their short range would imply you were under a great deal of pressure? Additionally this makes even less sense when considering weapons like grenade launchers or missile launchers that require rational placement to be most effective.
Bearing in mind that a failed cool check would mean they cannot logically choose their target, then why is this same test is never required simply for being equiped with a template or blast?
Lastly weapons suffer a negative modifier for shooting into combat? Again this makes sense as engaged fighters would be engaged in a chaotic swirling brawl. It should surely not be the case that firing a pistol from two inches away has a chance of hitting a friendly but the promethium fire of a flame thrower can pick out enemy combatants with pinpoint accuracy?
Im aware that its a game mechanic but heres a simple house rule weve been using.
-Target Priority with templates and blasts-
Template weapons and blasts both require a target prority test as normal. Success follows the normal rules but failure means the following:
Failed nerve checks with a template means that some portion of the closest enemy model must be at least partly covered by the template.
Failed nerve checks with a blast means that when choosing a location for the blast the player must try to have some portion of the enemy models base under the blast template. Failure to estimate this correctly results in a miss and scatter as normal.
-Firing into combat with templates and blasts-
Template weapons that cover any model who is engaged are resolved against all models in the combat (in additon to other targets).
Blast templates that after placement cover any model engaged in melee (before scatter) count as having missed the target and scatter.
Regards and may the dice gods favour you!
Acidicdevildog
Id just like to put up a simple suggestion our campaign group has been using to handle two template and blast weapon issues. The first being target priority and the second being firing at engaged models.
Rational: Models make cool checks to avoid having to shoot the closest target- This makes sense, if you lose your nerve your less able to focus on less immediate threats. This does not apply to template weapons where their short range would imply you were under a great deal of pressure? Additionally this makes even less sense when considering weapons like grenade launchers or missile launchers that require rational placement to be most effective.
Bearing in mind that a failed cool check would mean they cannot logically choose their target, then why is this same test is never required simply for being equiped with a template or blast?
Lastly weapons suffer a negative modifier for shooting into combat? Again this makes sense as engaged fighters would be engaged in a chaotic swirling brawl. It should surely not be the case that firing a pistol from two inches away has a chance of hitting a friendly but the promethium fire of a flame thrower can pick out enemy combatants with pinpoint accuracy?
Im aware that its a game mechanic but heres a simple house rule weve been using.
-Target Priority with templates and blasts-
Template weapons and blasts both require a target prority test as normal. Success follows the normal rules but failure means the following:
Failed nerve checks with a template means that some portion of the closest enemy model must be at least partly covered by the template.
Failed nerve checks with a blast means that when choosing a location for the blast the player must try to have some portion of the enemy models base under the blast template. Failure to estimate this correctly results in a miss and scatter as normal.
-Firing into combat with templates and blasts-
Template weapons that cover any model who is engaged are resolved against all models in the combat (in additon to other targets).
Blast templates that after placement cover any model engaged in melee (before scatter) count as having missed the target and scatter.
Regards and may the dice gods favour you!
Acidicdevildog