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| Legendary Weapons; Thread for discussing Legendary Weapons | |
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| Tweet Topic Started: 1 Sep 2014, 09:53 AM (484 Views) | |
| vncnt | 1 Sep 2014, 09:53 AM Post #1 |
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Corporal
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Hey guys, I was wondering if you guys had any advice on how to make Legendary Weapons better/less OP. Since I was going through the chart and with the new edition out some of these Legendary Weapon traits are really... bad. Such as gaining "Strikedown" on a Melee Weapon. "Strikedown" in the new edition makes the enemy move as if in Difficult Terrain. ...but they're in Close Combat already and thus cannot leave. Hit & Run is also not affected by Difficult Terrain so there's no benefit for that either. Just a really pointless trait overall. I was thinking about replacing it with another Special Rule but I'm not entirely sure what to replace it with. One of my mates suggested "Rapier Strike" or something (I think it's the thing Banshee Masks have?) but I'm not entirely sure what the wording on that one is and was hoping someone could clarify. I was also thinking then to move "Concussive" over to be next to "Pinning" to match for the Shooting weapons table but then that would leave a gap where "Graviton" is. And I can't really think of a Melee weapon trait that'd work well as a parallel to "Graviton." Maybe have Graviton also be a Melee weapon trait? I'm not sure how well (or disgustingly well in this case) that'd work but it seems fun nonetheless. I've also been fiddling with rolling up Legendary Weapons on my own for the campaign I'm running to make them less gamebreaking/disappointing overall. So the victor of a Legendary Weapons match would then just say that he'd like a Shooting weapon or a Melee weapon and then roll a d6. Then I give him the weapon that corresponds to that number and all that. Also feel free to post any fun Legendary Weapons you guys have rolled up/created here too. |
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| BladeSwinga | 1 Sep 2014, 04:21 PM Post #2 |
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Using the 6th ed rules, my opponent rolled a +1 S, +1 AP, rending (not 100% sure on this one) wolf claw. It was obscene. Luckily a wall of bolters kept him at bay, but that claw was unholy. |
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| Erorior | 4 Sep 2014, 06:05 AM Post #3 |
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Corporal
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As I have reasoned before, I would like to remove the randomness of the legendary weapons and instead create something like a point-purchase system. In that scenario you would have a certain amount of points to buy Strength, Range, AP and special abilities. The overall balance should be that the points will give you a nice weapon, but one that is by no means optimal. E.g. that If you get good strength and AP, you would not be able to afford any special rules. Depending on the harshness I could even imagine that it should be needed to "buy" some drawbacks (such as unwieldy) to be able to have both good strength and AP (like a power fist). My reasoning for this is that it is a potentially game-changing random element that will often skewer into unfairness. My personal most horrid example would be a S7 AP1 Torrent weapon with scattershot, instant death and shred. Put it on something resilient and relentless and win. Edited by Erorior, 4 Sep 2014, 06:05 AM.
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| wasabi_toothpaste | 4 Sep 2014, 10:05 AM Post #4 |
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Corporal
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The randomness of the campaign results is also why my group and I only play stand alone games at a time. |
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| Vaeleria | 4 Oct 2014, 01:22 AM Post #5 |
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The lists are very random indeed, and think about it, strikedown isn't as useless. If you play jump a Terminator with that weapon, even if not killing, the enemy is still affected. Now, if you have hit&run, you can pull out again (if you survive) and leave the enemy crippled. Depending on your Team it's not to bad to reduce movement. Though I do have to agree, the things can get ugly. Just imagine a Banshee Exarch with Mirror blades that get +1 S, +1 AP and Blind....you think that wolfclaw was bad? Heh... |
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