Aenno wrote:Verispex wrote:jack_px wrote:
I'm afraid not exactly. Every grenade launcher in game have Salvo rating. It's two of them, and both have Salvo 1. So, if this rule doesn't apply to every grenade launcher in-game, why it's speak about grenade launchers at all?
Also, is it ok that Tier 1 character can start with a weapon with AP -2, Blast (Small) and 16+3ED dmg?
Tier 1 Astra Militarum normally have access to special weapons but not heavy weapons. Although if you allowed there to be a heavy trooper in a unit and made heavy weapons team member a valid talent for 20(maybe 25)+cost of equipment, then it would be possible. Even then. They wouldn't have more than 3 krak missiles and 3 frag missiles per session. afterwards they would have to use a lasgun. furthermore the heavy weapons troopers in Astra Militarum units worked as a team. The guy with the heavy weapon wasn't big or tough enough to just walk around have the weapon and all the ammo. typically the one guy had the weapon and a single shot/clip/reload in the weapon. the other guy has the ammo in a backpack or he carries it. One of the things i miss from only war was its use of comrades. and i figure that having the comrade with the PC, or make the loader/ammo mule another PC. Perhaps what comes with Heavy weapons team member is the benefit of the follower who travels with PC. though i figure that could add complications and way more rules than desired.
The concern i have is with the Heavy Flamer. Heavy Stubber is Heavy 4(this is used by gangers in necromunda so not as heavy nor as recoil nasty as other weapons)
heavy Bolter is Heavy 4(bigger, nastier weapon than a stubber, like a stubber on steroids. yet still heavy 4.this should be heavy 6 in my mind. I especially believe because a heavy weapons team is always shown with heavy bolter on tripod or wheeled platform)
Heavy Flamer is Heavy 6 (Double sized flame thrower with a larger backpack, and it is used by Astra Militarum Veterans and command squad members so should be 4 or 5(putting it in range of tier 2 maxed strength characters)
Autocannon is Heavy 8. (feels about right. its a big gun)
Lascannon is Heavy 8. (again feels right. if anything the autocannon probably has more recoil than a las weapon, so theoretically could have gone for Heavy 7 but not necessary.
Missile Launcher is Heavy 6. (feels about right.)
We don't have Mortars in here, and in my opinion it probably isn't keeping with any sort of serious heroic theme. and then you have to work in logic for more indirect fire, as well as bonuses for gear that gives better accuracy. could characters with really high intelligence have some sort of math savant talent to calculate complex trajectories on the fly?
So i think it should go:
Heavy Stubber 4-not even used by guard infantry due to being underpowered to the hvybolter/missile launcher/lascannon/autocannon options
Heavy Flamer 5- not even part of a heavy team but vets and command squad members can take 1 each and without a secondary guy to help.
Heavy Bolter 6
Missile Launcher 6
Lascannon 7-8
Autocannon 8
Also To your point on missile launchers. I have built 3 weapon specialists and three regular soldiers with some other skills(a corporal for the weapon specialist team), the guy interested in advancing towards medic, and a guy trending towards comms operator. They all have decently better stats and skills than the weapon specialists. presumably that would be the same with a heavy weapons soldier/team. along with the added challenge in tier 1 characters moving around with the heavy weapon. The Tier 1 Character in a heavy team isn't going to be able to fire the weapon without bracing. and still it will be higher than their strength so they still get a shooting penalty. they would have to set it up in its mount. kneel on the ground. this will all require that character and their counterpart. they need to manage more prep than anyone else in the squad. and again only six ammo until they can get their ammo allotment refreshed or manage more carrying capacity. There are a lot of ways to overcome that. they can use build points to buy extra reloads, but that backpack doesn't exactly hold a lot of shots. maybe an upgraded one with 8 or 10 shots as they advance.