Edited! Updated #1 and #4 for clarity. Added #5,#6 and #7 suggestions. #2 and #3 are removed into spoiler since they proved to be less popular.
1.1). Targetting ground with blast is prohibitted. Instead you target fighters as normal, following rules for target priority (switching to closer and/or easier target to hit if target priority test is failed). After determining target you may either center the blast on top of the selected target, or you may place blast in any way you want, as long as the shooter can see its center and blast is touching a part of the selected target's base. Blast counts as being a 1.5" or 2.5" cylinder positioned on the same level as target (1.5" for small blast and 2.5" for large blast). Proceed to resolve the ranged attack, getting all penalties or bonuses for targetting that fighter such as cover or equipment/skill effects. The range of a shot is determined by measuring distance to your selected target (which means that if you shot an enemy at 7" with a grenade launcher and repositioned the center of a blast to be within 6", you would not suffer a -1 for short range.)
On the example picture, shooting at any of the two goliaths will incur a -1 to hit penalty (for partial cover from terrain located outside this picture). Top ganger is selected as a target (without target priority test since he is the closest to shooter) and blast is repositioned is such way to partially touch second ganger on the bottom, which would result in two hits if the blast does not scatter. The shot is taken with -1 to hit penalty for partial cover, same would happen if top ganger was targetted with a conventional non-blast gun.
Reasoning: Targetting ground is mainly used to skip shooting restrictions or negative modifiers. It should not be any different than shooting a normal gun, but still allow to position blast templates so you can punish bunched up people more easily. You still will get affected by various rules that trigger when fighter is selected as a target such as Cameleoline cloak or Corpse Grinder's masks.
4.1). Blast weapons that alter terrain rules or create los-blockers can target points on the table, provided that you can put a small token/coin on that point and it is both visible to a shooter and does not fall off (Smoke and Pulse). If that weapon is capable of damaging or directly harming fighters (Graviton Pulse), it may target a point on the table only if the blast marker does not directly touch enemy fighters, otherwise it has to target an enemy fighter directly using rules from above. If such blast marker would touch an enemy, reposition blast template so it does not touch an enemy fighter or select other target.
Reasoning: Targetting a point on the field is essential for the Smoke; Also graviton pulse can be used as a deterrent by cunning player - would love it leave it as an option (without an option to abuse it)
5). Hand grenades ignore up to -1 negative modifier for to hit roll when used for a ranged attack. They are particularly great at being lobbed over cover!
Reasoning: Hand grenades need some serious love. Not only you need 2 stats to use them well unlike conventional blast weapons, they also run out incredibly fast.
6). Obstructing terrain is ignored when working out where the template scatters to (eg, it may scatter through walls), but will dissipate harmlessly if the center ends its scatter inside of a solid structure.
Reasoning: NCE way of scattering blasts. Same reasoning as #2 suggestion: reduce chance of scatter successfully hitting a target, this suggestion does not require a dice roll.
7). If the blast misses due to an improbable shot, roll 2D6 instead of D6 when determining scatter (this means that there is bigger chance for a misfire).
Reasoning: Makes improbable shots more punishing for blasts, as well as allowing more design space for pitch black or smoke redesign.
1.1). Targetting ground with blast is prohibitted. Instead you target fighters as normal, following rules for target priority (switching to closer and/or easier target to hit if target priority test is failed). After determining target you may either center the blast on top of the selected target, or you may place blast in any way you want, as long as the shooter can see its center and blast is touching a part of the selected target's base. Blast counts as being a 1.5" or 2.5" cylinder positioned on the same level as target (1.5" for small blast and 2.5" for large blast). Proceed to resolve the ranged attack, getting all penalties or bonuses for targetting that fighter such as cover or equipment/skill effects. The range of a shot is determined by measuring distance to your selected target (which means that if you shot an enemy at 7" with a grenade launcher and repositioned the center of a blast to be within 6", you would not suffer a -1 for short range.)
On the example picture, shooting at any of the two goliaths will incur a -1 to hit penalty (for partial cover from terrain located outside this picture). Top ganger is selected as a target (without target priority test since he is the closest to shooter) and blast is repositioned is such way to partially touch second ganger on the bottom, which would result in two hits if the blast does not scatter. The shot is taken with -1 to hit penalty for partial cover, same would happen if top ganger was targetted with a conventional non-blast gun.
Reasoning: Targetting ground is mainly used to skip shooting restrictions or negative modifiers. It should not be any different than shooting a normal gun, but still allow to position blast templates so you can punish bunched up people more easily. You still will get affected by various rules that trigger when fighter is selected as a target such as Cameleoline cloak or Corpse Grinder's masks.
4.1). Blast weapons that alter terrain rules or create los-blockers can target points on the table, provided that you can put a small token/coin on that point and it is both visible to a shooter and does not fall off (Smoke and Pulse). If that weapon is capable of damaging or directly harming fighters (Graviton Pulse), it may target a point on the table only if the blast marker does not directly touch enemy fighters, otherwise it has to target an enemy fighter directly using rules from above. If such blast marker would touch an enemy, reposition blast template so it does not touch an enemy fighter or select other target.
Reasoning: Targetting a point on the field is essential for the Smoke; Also graviton pulse can be used as a deterrent by cunning player - would love it leave it as an option (without an option to abuse it)
5). Hand grenades ignore up to -1 negative modifier for to hit roll when used for a ranged attack. They are particularly great at being lobbed over cover!
Reasoning: Hand grenades need some serious love. Not only you need 2 stats to use them well unlike conventional blast weapons, they also run out incredibly fast.
6). Obstructing terrain is ignored when working out where the template scatters to (eg, it may scatter through walls), but will dissipate harmlessly if the center ends its scatter inside of a solid structure.
Reasoning: NCE way of scattering blasts. Same reasoning as #2 suggestion: reduce chance of scatter successfully hitting a target, this suggestion does not require a dice roll.
7). If the blast misses due to an improbable shot, roll 2D6 instead of D6 when determining scatter (this means that there is bigger chance for a misfire).
Reasoning: Makes improbable shots more punishing for blasts, as well as allowing more design space for pitch black or smoke redesign.
2). If the center of a scattered blast hits an impassable terrain or terrain piece taller than 2", it immediately stops scattering. Roll a D6: On 1-3 the blast is absorbed by terrain, and fighters nearby are not hit (either the projectile pierced the wall and most of lethal force was supressed by following collapse, or it ricocheted at high angle).
Reasoning: Missing a blast can easily result in you hitting intended target anyway due to scattered blast exploding upon contact with nearby terrain. Fighters in door frame or corners are almost guaranteed to be hit by blast, you may as well skip rolling to hit at this point.
3). Having cover between you and center of a blast does not grant improved save; however you cannot be hit if a straight line cannot be traced from the center of a blast to any part of your model without going through terrain.
Reasoning: Improved armour save was a bandaid by GW which didn't affect much, because RAW you can almost always find a way to center blast on nearby cover piece so there is no obstruction and thus no improved armour save. Templates suffer a lot from this unlike blasts.
Reasoning: Missing a blast can easily result in you hitting intended target anyway due to scattered blast exploding upon contact with nearby terrain. Fighters in door frame or corners are almost guaranteed to be hit by blast, you may as well skip rolling to hit at this point.
3). Having cover between you and center of a blast does not grant improved save; however you cannot be hit if a straight line cannot be traced from the center of a blast to any part of your model without going through terrain.
Reasoning: Improved armour save was a bandaid by GW which didn't affect much, because RAW you can almost always find a way to center blast on nearby cover piece so there is no obstruction and thus no improved armour save. Templates suffer a lot from this unlike blasts.
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