Who Can Weapon Design Rules (WDR): All weapons made by these rules count as war-gear for purposes of equipping model. Therefore the only models that can use these weapons are those who have access to War Gear.
I.E. Characters, Veterans…
Notes:
>> Flame Template weapons: Template receives 1 shot and can not be rapid fire.
>> Round points up.
>> Missile launchers made by these rules MAY NOT fire both krag and frag or their equivalent.
>> USE LOGIC WHEN CREATING A WEAPON! <<
To use special rules on a weapon it must be of the type that the special rule came from. In other words, to make a weapon jam it must be a bullet-using weapon. To get the armor reduction rule you must be a high-energy weapon.
Order of Making a Weapon:
|
1) Choose Class |
1) Choose Class:
Class is what type of weapon are you trying to model this after.
|
Low Energy |
Laser Guns and Laser Pistols |
+1 Point |
|
Projectile |
Bolters, Assault and Auto Cannons |
+3 Points |
|
Heat |
Flamers Plasma and Melta Guns |
+4 Points |
|
High Energy |
Laser and Plasma Cannons |
+10 Points |
|
Projectile Weapons: Max Strength:8 Min Strength:3 Max AP:3 Min AP:6 |
High Energy: Maximum Strength:10 Minimum Strength:5 Maximum AP:1 Minimum AP:5 |
Low Energy: Maximum Strength:5 Minimum Strength:1 Maximum AP:4 Minimum AP:- |
Heat weapons: Max Strength: 8 Min Strength: 4 Max AP: 1 Min AP: 5 |
2) Choose Range:
A: The range is how far the weapon can fire. To work out points for range, first decide how far you want it to shoot. Minimum Range:6". Maximum Range:48".
Points:(Range x 25%).
<< I.E. Range 12" is +3 PTS .>>
B: Flame Template: If a weapon uses the rules for flame templates it costs +3 pts.
3) Choose Strength and AP:
You may set the strength and AP of the weapon any way you choose. Use the following tables to determine cost increase.
|
Strength |
Points |
|
1 |
-1 |
|
2 |
0 |
|
3 |
+1 |
|
4 |
+2 |
|
5 |
+3 |
|
6 |
+4 |
|
7 |
+5 |
|
8 |
+6 |
|
9 |
+8 |
|
10 |
+10 |
|
AP Value |
Points |
|
- |
0 |
|
6 |
+1 |
|
5 |
+2 |
|
4 |
+3 |
|
3 |
+4 |
|
2 |
+7 |
|
1 |
+10 |
4) Choose Special Rules:
You can choose from only the following upgrades: See VDR for point cost.
Blast (Take Twice to make ordnance)
Twin-Linked
Gattling Weapon
Weapons also receive the bonuses that they normally would receive if based off another weapon. For instance, if a heat weapon is supposed to be a plasma weapon they may over heat. Assault Cannon types also can jam. However, using these rules is optional but will affect the points cost.
|
Special |
Points |
|
Over Heat |
-2 |
|
Jam |
-1 |
|
Melta |
+3 |
|
Sniper *(+2 to hit, +4 to wound |
+4 |
|
Scatter Laser (D6 Shots) |
+2 |
|
Reduce Vehicle Armor * |
+4 |
*
This affects both strength and to hit. Don’t calculate points for strength under step 3**
These follow the same rules as bright lances (Armor is higher than 12 are treated as Armor12)
5) Choose Type:
Now you must decide what type of weapon and how many shots. Use the following table to work out cost increase.
|
Type |
Points |
|
Rapid Fire |
+1 |
|
Assault |
+(2 X Number of Shots) |
|
Heavy |
+(1 X Number of Shots) |
6) Work Out Points:
You have just finished making your weapon.
Born on Date => September 25, 2002