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ClockworkHorror

Hellguns and Sunsear Lances

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There seem to be a couple of number variations that strike me as odd.

 

The Hellgun, for instance, and Hellpistol have a Pen of 7. I assume this is a typo, as in the Inquisitor's Handbook they have a Pen of 3. Considering they're jumped up Lasguns, I assume 3 is the correct number.

 

And the Sunsear has a range of 9. The rest of the weapons in the Macrobattery arsenal (and the Lances for that matter) have ranges between 2 and 6. Did the 6 get flipped upside down accidentally?

Thoughts?

 

Until an errata is issued, what do people think?

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There's been an increase in the penetrating power of Hellguns and Hellpistols in the wargame since the Inquisitor's Handbook was published.  The Pen may have been boosted to 7 to accomodate this change.

 

Longer ranges on Lances over Macrobatteries is actually pretty common in BFG. 

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Psychopomp said:

There's been an increase in the penetrating power of Hellguns and Hellpistols in the wargame since the Inquisitor's Handbook was published.  The Pen may have been boosted to 7 to accomodate this change.

 

Longer ranges on Lances over Macrobatteries is actually pretty common in BFG. 

 

Did Hellguns and Hellpistols suddenly become AP 2 in 40K? Cause a 7 outdoes the Pen of the Plasma guns in RT, as well as totally outdoes any Bolt weapon Pen.

While I can see their penetration increasing, are Stormtroopers really capable of wasting whole squads of Marines now? It's been a while since I've played/collected 40K. I guess I just can't see upgraded lasguns having more destructive power than, say, a plasma pistol/rifle.

 

As for the Sunsear, it's a Macrobattery, not a Lance.

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ClockworkHorror said:

Well, I'll be damned... the new Hellguns are AP3.

I stand corrected! Thanks for the info, Psychopomp.

A disproportionately huge percentage of 40kplayers field spacemarines (or chaos or their equivalents), to the effect that powerarmor and toughness 4 is to be expected on your targets when you build a "take all comers"-army. So this hellgun change was to give at least one of the basic "troop" weapons for the Imperial Guard army a use other than as ablative wounds for the heavy/special weapons. I think it works allright in the RT setting as well.

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Psychopomp said:

 

Longer ranges on Lances over Macrobatteries is actually pretty common in BFG. 

Depends on the race. I wouldn't say its common. Standard Imperial technology has lost tech to build multiple long range lance decks. See the dwindling number of Apocalypse battleships.

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Having just built a Cruiser for a game, the range on Sunsears is probably intended. It gives the Cruiser a compelling reason to take them over weapons with a larger punch, because they can deter guerilla tactics used by smaller and faster ships.

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