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Twin-Linked & Fire-Linked weapons
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Old 22 Mar 2007, 08:59   #1 (permalink)
Shas'O
 
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Default Twin-Linked & Fire-Linked weapons

Remembering a rant from some time ago, I've decided to try my hand at tweaking some rules.
First up is the fact that if twin-linked shots hit they don't get any special bonus. No more.

Any weapon listed as twin-linked may choose to fire in Either Twin-linked OR Fire-linked mode.

If all the shots from a twin-linked weapon hit first time, you may roll those shots again. For each shot that hits a second time the firing weapon is treated as having a re-roll to wound.

Example: Shuri-cannon gets 3 hits, re-rolls and gets 2 hits. The first hit is resolved normally, the second and third hits are allowed a re-roll to wound.

Fire-linked weapons are similar to twin-linked weapons, but are allowed to fire separately, still counting as one weapon system. It is in effect overloading/sustained fire from a twin-linked weapon. Instead of a re-roll to hit, Fire-linked weapons shoot twice for each shot listed in the weapons profile, but suffer from 'gets hot'. Even vehicles can be affected by this, so if a any 1's are rolled, roll a D3 on the glancing hits table (to represent the fact the power generator overloaded, the ammo hopper jammed etc).

Example: A Heavy bolter armed Razor-back chooses to shoot in Fire-linked mode. It rolls six dice (Heavy 3 x 2 shots per), one of them comes up 1. The owning player rolls a D3 on the glancing hits table. A 2 is rolled so the vehicle may not shoot next turn. (Imagine the ammo feed jammed/wedged into something and all the gunners trying to frantically fix it)
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Old 22 Mar 2007, 15:30   #2 (permalink)
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Default Re: Twin-Linked & Fire-Linked weapons

The fire linked weapons are a problem. Gets hot overheats on a roll equal to the number of shots fired or less.

A fire linked heavy bolter fires 6 shots, all rolls of 6 or less overheat.
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Old 22 Mar 2007, 17:13   #3 (permalink)
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Default Re: Twin-Linked & Fire-Linked weapons

What he said.
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Old 22 Mar 2007, 17:34   #4 (permalink)
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Default Re: Twin-Linked & Fire-Linked weapons

Alright then, simple fix: The weapon follows the rules for Gets Hot!, but is only ever affected on a roll of a 1 to-hit, regardless of the number of shots fired.
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Old 22 Mar 2007, 19:07   #5 (permalink)
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Default Re: Twin-Linked & Fire-Linked weapons

I like them ;D
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Old 22 Mar 2007, 20:14   #6 (permalink)
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Default Re: Twin-Linked & Fire-Linked weapons

While these ideas sound very cool, and would better represent the effects of firing multiple barrels at the enemy, the balance issues these changes would create means you would have to charge more points for Twin-Linked weapons.

Being able to fire 6 shots from a TL Heavy Bolter is potentially much more effective than getting to fire 3 with Re-rolls To Hit, especially with a BS of 4 or higher. With above-average rolling you could get up to 6 hits on the enemy rather than just 3 possible with a standard TL Heavy Bolter under the current rule. Your chance of overheating helps to counter this, but not entirely - especially with tweaking the "Gets Hot" rule as you suggest.

Also, the ability to potentially re-roll To Wound rolls for firing in Twin-Linked mode would also make them slightly more effective - and there is no additional drawback for this mode.
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Old 22 Mar 2007, 21:02   #7 (permalink)
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Default Re: Twin-Linked & Fire-Linked weapons

Maybe tweak the 'gets hot' rule so its nothing higher than a 3, and vehicles are affected on a roll of 1.

Perhaps twin-linked weapons should cost 1.75 - 2x instead of the current 1.5x, to represent the value added by Fire-linking. For the drawback of the new Twin-linking, the increased cost should suffice, or the fact that you have to roll each hit twice.
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Old 23 Mar 2007, 13:01   #8 (permalink)
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Default Re: Twin-Linked & Fire-Linked weapons

Sounds workable. Give it a go and tell us how it worked out.
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Old 23 Mar 2007, 14:37   #9 (permalink)
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Default Re: Twin-Linked & Fire-Linked weapons

I'm personally not wowed by these suggestions...

In order to make any significant change to the Twin-Linked rule, you need to change the cost of the weapons in question. That in itself involves a lot of reworking.

Perhaps the simplest alteration would to use something akin to the old Death Spinner rule...

Ie: 1 Death Spinner is Rapid Fire.

2 Death Spinners fired together are Assault 2.


With that in mind, a Twin-Linked Autocannon would be Heavy 3, not Heavy 2 re-rollable. The problem there is dealing with odd-number shots (Heavy Bolter), or weapons that are single-fire (Lascannon). After all, with the Autocannon example you pay +50% of the cost, and get +50% of the firepower. Balanced. With a Lascannon, you pay +50% of the cost and get +100% of the firepower... clearly not balanced!
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Old 24 Mar 2007, 01:07   #10 (permalink)
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Default Re: Twin-Linked & Fire-Linked weapons

What if twin-linked was left as it currently is (re-roll to hit)

and Fire-linked mode allows you the +50% shots (rounded up), but without the re-roll.

good idea, bad idea?
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