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Re: Death Korps Miscellanea
Posted: Sun Dec 13, 2009 8:25 pm
by Deepcrush
Longlas are fine then.
Thank you kindly.
You can have the flamers.
Okay, so they're mounted to the inside of the Chimera. What about the other slots? Just point out whatever weapons we have on hand?
Yeah, have the stubber gunner stand out the back hatch as an air sentry.
Well, thats a half way good idea. I saw on the FW page that the Kriegs have dual heavy stubbers. I'm going to edit my vehicle post to make my hatch weapon one of those instead of the single. Though, they're going to be drum feed I think rather then box.
Re: Death Korps Miscellanea
Posted: Sun Dec 13, 2009 8:27 pm
by Aaron
Deepcrush wrote:
Thank you kindly.
NP.
Okay, so they're mounted to the inside of the Chimera. What about the other slots? Just point out whatever weapons we have on hand?
Yeah. Realistically you likely won't be able to hit much with them anyways.
Well, thats a half way good idea. I saw on the FW page that the Kriegs have dual heavy stubbers. I'm going to edit my vehicle post to make my hatch weapon one of those instead of the single. Though, they're going to be drum feed I think rather then box.
Drum and box are still 40 rounds dude, so there isn't really any difference then style.
Re: Death Korps Miscellanea
Posted: Sun Dec 13, 2009 8:31 pm
by Deepcrush
Drum and box are still 40 rounds dude, so there isn't really any difference then style.
Well then I'm just going to have to go with a belt feed. Cause a 40 round LMG is fine for infantry but stupid on a tank.
Yeah. Realistically you likely won't be able to hit much with them anyways.
True enough, but I figured its better then nothing.
Re: Death Korps Miscellanea
Posted: Sun Dec 13, 2009 8:34 pm
by Aaron
Deepcrush wrote:
Well then I'm just going to have to go with a belt feed. Cause a 40 round LMG is fine for infantry but stupid on a tank.
Well if your going to do the twin stubbers that gives you 80 rounds.
Re: Death Korps Miscellanea
Posted: Sun Dec 13, 2009 9:07 pm
by Deepcrush
Yeah, but they are still going to empty at the same rate. Belt fed from a case is better. I'll just go with that. Not like anyone's got to carry the damn things.
Re: Death Korps Miscellanea
Posted: Sun Dec 13, 2009 9:37 pm
by Aaron
Cpl Kendall wrote:Revised possible stats for the Leman Russ:
Type: Ground Vehicle
Size: Massive
Armour: Front 32, Hull 28, Rear 22
Traits: N/A
Narrative Speed: 15 KPH/30 KPH
Combat Speed: 5/10/20/35/50
Handling Modifier: Drive (Ground Vehicle): +20
In question:
Primary Armament: Battle Cannon HE Round: (1000m; 4d10+10 X; Pen 10; Clip 1; Rld Full; Blast (5)) AP: (1000m; 5d10 + 10 ; Pen 15; Clip 1; Rld Full)
Secondary Armament: Lascannon (300m; S/-/-; 5d10+10 E ; Pen 10; Clip 5; Rld 2Full) or Heavy Bolter (120m; -/-/10; 2d10 X; Pen 5; Clip 60; Rld 2Full)
Optional Armament: Sponson Heavy Bolters (120m; -/-/10; 2d10 X; Pen 5; Clip 60; Rld 2Full) or Sponson Heavy Flamers (30m, S/-/-, 2d10+4 E, Pen 4, Clip 10, Rld 2Full, Flame)
Main gun rounds: 40
Lascannon: unlimited (powerplant)
Heavy Bolter: 500
Flamer: 50
Crew: 1 (Commander), 1 (Gunner), 1 (Loader), 1 (Driver)
Optional Crew: 2 (Sponson Gunners)
Access Points: Top Hatch
Obviously there is more then one top hatch and tanks lacking sponsons have a couple side hatches on the models.
Re: Death Korps Miscellanea
Posted: Mon Dec 14, 2009 2:58 am
by Deepcrush
Up the Heavy Bolter 3d10, right now its only as powerful as a Heavy Stubber.
Re: Death Korps Miscellanea
Posted: Mon Dec 14, 2009 3:12 am
by Aaron
Heavy stubber is 1d10 + 4 dude.
Re: Death Korps Miscellanea
Posted: Mon Dec 14, 2009 3:15 am
by Deepcrush
Cpl Kendall wrote:Heavy stubber is 1d10 + 4 dude.
Oh shit, my bad.
I mistook the weapons list I had for the Astartes for the IG...
Re: Death Korps Miscellanea
Posted: Mon Dec 14, 2009 3:23 am
by Aaron
No harm, no foul. It gave me a reason to haul out the GM screen.
Re: Death Korps Miscellanea
Posted: Mon Dec 14, 2009 4:49 am
by Deepcrush
What would the stats be for the Multi-Laser?
Re: Death Korps Miscellanea
Posted: Mon Dec 14, 2009 11:01 am
by Aaron
3d10+3 E Pen 4 Clip 60 3 Full is whats in the book. Seems fine for plinking infantry.
Re: Death Korps Miscellanea
Posted: Mon Dec 14, 2009 12:17 pm
by Aaron
Full Chimera stats from the Vehicles Apocrypha:
Type: Ground Vehicle
Size: Enormous
Armour: Front 27, Hull 18, Rear 16
Traits: Amphibious
Narrative Speed: 35 kmph/55 kmph
Combat Speed: 5/20/40/60/80
Handling Modifier (Drive (Ground Vehicles)): 0
Armaments: Forward hull heavy weapon mounting, turret heavy weapon mounting, six (three each side) side hull basic
weapon mountings.
Crew: 1 (Driver), 2 (Gunner) Passengers: 12
Access Points: Top and rear hatches
Re: Death Korps Miscellanea
Posted: Mon Dec 14, 2009 12:45 pm
by Tyyr
Cpl Kendall wrote:3d10+3 E Pen 4 Clip 60 3 Full is whats in the book. Seems fine for plinking infantry.
I did some math on the multilaser
Average Damage: 19.5 (19 or 20)
Minimum Damage: 6
Maximum Damage: 33
Standard Targets:
1) Normal human, 10 wounds, 2 toughness, 0 armor
2) Guardsman, 12 wounds, 3 toughness, 4 armor
3) Spacemarine, 18 wounds, 10 toughness, 12 armor
Wounds Taken from 1 Average Hit:
1) 17 or 18, nearly dead or pretty close
2) 16 or 17, heavily wounded
3) 1 or 2, mearly a flesh wound
Wounds Taken from Max Damage Hit:
1) 31, cooked meat.
2) 29, cooked meat.
3) 15, very damaged.
Now all that should be tempered by the fact that it's a -/-/10 weapon. You're unlikely to be hit once, more like 3 or 4 times, maybe more. Even a space marine is going to have to be careful against a multilaser as one good burst from one could do a lot of damage to him, maybe even kill him with some slightly above average rolls. You could easily take out 2 to 4 enemy guardsman a burst from it. Combine all that with unlimited ammo since its a laser weapon and you've got a pretty potent weapon in your turret.
I'll be waiting to make a final decision though until I find out the details of the autocannon.
Re: Death Korps Miscellanea
Posted: Mon Dec 14, 2009 1:27 pm
by Aaron
I should have that before noon, just have to drop off the kidlets and mail presents.