Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
The assult cannon was given to termies because it is one of the strongest weapon the tech priests could come up with. It is used to clear hulks by laying down huge ammounts of fire. In the rules as they stand it isnt that much of a machine gun the fluf says it is.
These new rules have two fire modes.
Standard fire (the user fires off a three shot burst)
It follows the usual rules that are in the codex w/o the jam rule
Rapid fire (the user fires the gun on full auto at his target)
the gun becomes assult x. You get to chose how many shots. Anything from 1-15 shots. Role to hit as normal for all shots at the same time. However if you role more misses than hits, or three 1's the gun has gotten out of control of the user and jams. None of the shots hit and the gun is unusable next round (needs to be cleared).
The rule to jam means that if you fire lower numbers of shots then just a little bad luck and it jams. Lots of shots and statistics say you will role more hits than misses but you get a good chance of roling three 1's.
1-15 shots?!??? holy moly!! :blink: I would just use rapid fire all the time and kill 11 guys a turn, while moving... sorry man, but thats way overpowered IMO
It's completely unbalanced IMO. 15 shots? The standard mode just eliminates the limitation of the AC and the "god mode" just adds it back in while giving you a massive boost to potential havoc. ACs may not model "real" life very well, but your rule would throw things into the silly, unbalanced realm.
but you have to admit that current rules for the AC are a joke. do I fear a termi with one? nope. And if a dread takes one: sorry, wrong weapon choice.
Well, depends on what army you play against.
Also note that they are not that bad - against normal marines an assault cannon is as effective as a multimelta shot. Three shots that wound 2+ and allow armour saves with a one third chance to fail are exactly the same as a weapon that wounds 2+ and does not allow that armour save.
Assault cannons are also very effective against anything with 4+ or worse armour.
Seriously dude, AC owns Tyranids and DE.
yeah, well, I am kinda biased, because my armies (necrons and thousand sons) are a tad bit durable. But when it comes to nids vs assault cannons, how many cannons will one army have that can get more than one volley off before being (sorry about the pun) swarmed? If AC could have an extra shot or two, or had a longer range, I would take them seriously. And three nids die from one guy shooting? what's a couple of guants amongst friends? their twenty or so friends will avenge their deaths in one more turn!
Where did you get these new rules?
The assault cannon is a good complement to a terminator unit. It adds a bit more of a punch to a unit blasting away with storm bolters. Personally I think the assault cannon could be str 4 ap5 assault 5-6. Same size bullet as a storm bolter, only shoots 2 - 3 times as fast. Sounds like a minni gun to me.
well the deathwing can have 34 assault cannons in one armyhow many cannons will one army have that can get more than one volley off before being (sorry about the pun) swarmed?
Veni Vidi Variant
I came, I saw, I got a different type of Leman Russ.
The spikey ones go faster.
98% of the teen population has smoked weed, the other 2% went straight to crack.
Saga of the Ages. Click it.
Rules for grenades are on page 72 of the rulebook.