Target Priority Template and Blast House Rule

Acidicdevildig

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Apr 28, 2018
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Wrexham, UK
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?

flamethrower.jpg


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
 
Hello,

The target priority rule has been discussed before in threads about the grenade launcher (most recently this one). Your proposed house-rule is a popular solution and possibly one that will make it to an official FAQ or supplement if rumors are to be believed.

I don't remember that firing into Melee has been discussed before but I agree it's a problem. I would simply rule that if an Engaged fighter is hit by a Template or Blast weapon then all fighters Engaged with him are also automatically hit (or hit on a 3+, or on a failed Initiative test, depending on how harsh you want it to be).
I find even the risk for firing a normal ranged weapon at engaged fighter to be too low. I think that you should have a way higher chance of friendly fire in this case than the Stray Shot rules suggest.

Flamer cost may have to be adjusted as a result of those changes, as it nerfs them a lot and they are quite expensive (contrary to the grenade launcher)
 
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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?

View attachment 57853

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
So when selecting a blast location, you choose a point then place the template to see how close your are? Did this need to be the closest enemy?
 
So when selecting a blast location, you choose a point then place the template to see how close your are? Did this need to be the closest enemy?

If you'd failed the cool test you would have to try and place the blast so that it at least partially covered the closest enemy. If it did not it would scatter as though it had missed.

This is assuming we have been playing the blast rules correctly whereby you identify the target point and then place the blast marker to see how many models are hit...
 
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For firing into combat, I prefer randomising hits, rather than assuming that you always hit everyone.

This would distinguish between a direct hit and clipping the combat, but still prevent 'sniping' your opponent.
 
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