Correct me if I'm wrong....
The Darloth Chain Cannon is a Best Quality Orthlak Pattern Heavy Stubber with the Storm and Tearing special rule...
So it shoots 20 rounds each round (normal rate of 10) and hits twice for every hit it scores, never jams and has the tearing rule...
So Symeon, the Arch Militant has a BS of 55% and his chosen weapon type is heavy, he fires full auto at half range (Total BS 95%) and rolls a 4.
Normally he would hit 10 times but because of the storm special ability he hits 20 times.
So that would be 20 times 1d10+7 I, Pen 3, Tearing....
****...anything save a space marine will be toast and its unlikely even a space marine would come out unscathed...
Darloth Chain Cannon question
It gets worse than that:
- Once the Arch-Militant gets rapid reload (rank 2), he reloads the weapon as a free action.
- Mighty shot (rank 5) ups that to a 1d10+9 weapon.
The only thing that limits this effectiveness is that, since heavy weapon training isn't available until rank 4 and heavy weapons are so obvious, the Arch-Militant seems unlikely to heavy weapons for his career ability.
Well that problem is easily solved in his origen path by taking "The Hand of War" and choosing Heavy Weapon (SP) as his Talent choice...
Wow, that is nasty.
Any other really nasty combos?
Santiago said:
Correct me if I'm wrong....
The Darloth Chain Cannon is a Best Quality Orthlak Pattern Heavy Stubber with the Storm and Tearing special rule...
So it shoots 20 rounds each round (normal rate of 10) and hits twice for every hit it scores, never jams and has the tearing rule...
So Symeon, the Arch Militant has a BS of 55% and his chosen weapon type is heavy, he fires full auto at half range (Total BS 95%) and rolls a 4.
Normally he would hit 10 times but because of the storm special ability he hits 20 times.
So that would be 20 times 1d10+7 I, Pen 3, Tearing....
****...anything save a space marine will be toast and its unlikely even a space marine would come out unscathed...
Forgot something... he needs suspensors for it as well... auto-stabilised is a very useful ability to have.
Santiago said:
Well that problem is easily solved in his origen path by taking "The Hand of War" and choosing Heavy Weapon (SP) as his Talent choice...
Sadly that is a reasonable choice for players not going after the Darloth Cannon if the gm allows the heavy SP weapons from IH. Though now that I am looking at the stats on the Assault Cannon, the Darloth Cannon doesn't look too bad at the Darloth Cannon deals up to 20 1d10+5 tearing hits but the Assault Cannon deals up to 10 3d10 + 5 hits. Both tearing. So the Assault Cannon looks more damaging.
Get a best quality Assault Cannon and the only advantages left with the Darloth are reload time (though the assault cannon goes 20 full auto bursts between reloads) and weight.
N0-1_H3r3 said:
Santiago said:
Correct me if I'm wrong....
The Darloth Chain Cannon is a Best Quality Orthlak Pattern Heavy Stubber with the Storm and Tearing special rule...
So it shoots 20 rounds each round (normal rate of 10) and hits twice for every hit it scores, never jams and has the tearing rule...
So Symeon, the Arch Militant has a BS of 55% and his chosen weapon type is heavy, he fires full auto at half range (Total BS 95%) and rolls a 4.
Normally he would hit 10 times but because of the storm special ability he hits 20 times.
So that would be 20 times 1d10+7 I, Pen 3, Tearing....
****...anything save a space marine will be toast and its unlikely even a space marine would come out unscathed...
Forgot something... he needs suspensors for it as well... auto-stabilised is a very useful ability to have.
and a motion predictor
PlasmaBomb said:
N0-1_H3r3 said:
Santiago said:
Correct me if I'm wrong....
The Darloth Chain Cannon is a Best Quality Orthlak Pattern Heavy Stubber with the Storm and Tearing special rule...
So it shoots 20 rounds each round (normal rate of 10) and hits twice for every hit it scores, never jams and has the tearing rule...
So Symeon, the Arch Militant has a BS of 55% and his chosen weapon type is heavy, he fires full auto at half range (Total BS 95%) and rolls a 4.
Normally he would hit 10 times but because of the storm special ability he hits 20 times.
So that would be 20 times 1d10+7 I, Pen 3, Tearing....
****...anything save a space marine will be toast and its unlikely even a space marine would come out unscathed...
Forgot something... he needs suspensors for it as well... auto-stabilised is a very useful ability to have.
and a motion predictor
And a spoor targeter for when one of his buddies decides to start tickling the enemies.
Bilateralrope said:
PlasmaBomb said:
N0-1_H3r3 said:
Santiago said:
Correct me if I'm wrong....
The Darloth Chain Cannon is a Best Quality Orthlak Pattern Heavy Stubber with the Storm and Tearing special rule...
So it shoots 20 rounds each round (normal rate of 10) and hits twice for every hit it scores, never jams and has the tearing rule...
So Symeon, the Arch Militant has a BS of 55% and his chosen weapon type is heavy, he fires full auto at half range (Total BS 95%) and rolls a 4.
Normally he would hit 10 times but because of the storm special ability he hits 20 times.
So that would be 20 times 1d10+7 I, Pen 3, Tearing....
****...anything save a space marine will be toast and its unlikely even a space marine would come out unscathed...
Forgot something... he needs suspensors for it as well... auto-stabilised is a very useful ability to have.
and a motion predictor
And a spoor targeter for when one of his buddies decides to start tickling the enemies.
Can't do it. Both the Motion Predictor and the Spoor Targeter are scopes, "and only one scope can be attached to a weapon at a time."
-=Brother Praetus=-
Can't do it. Both the Motion Predictor and the Spoor Targeter are scopes, "and only one scope can be attached to a weapon at a time."
-=Brother Praetus=-
The motion predictor isn't a sight, it's 'a complex targeting cogitator' and unlike all other sights lack the "Counts as a sight and a gun may have only one sight" at the end of it's description.
I would have to go with Suspensors. Full Auto burst as a half action, yes please.
I know not of this spoor targeter... please enlighten me
PlasmaBomb said:
I know not of this spoor targeter... please enlighten me
It's from ascension. Load up to 10 ally profiles into it, your weapon becomes unable to hit them. This means that if you fire into a melee consisting of your target and allies, you don't get any penalty for firing into melee.
If the melee contains your allies, a target, and some others you get the penalty but the shots are guaranteed to not hit your allies.
As ze Jermanz say: Wahnsinn! Total verrueckt!
Or, in other words: if combo hunting is the name of the game, then why not? Hell yeah, great success, I say!
Bilateralrope said:
PlasmaBomb said:
I know not of this spoor targeter... please enlighten me
It's from ascension. Load up to 10 ally profiles into it, your weapon becomes unable to hit them. This means that if you fire into a melee consisting of your target and allies, you don't get any penalty for firing into melee.
If the melee contains your allies, a target, and some others you get the penalty but the shots are guaranteed to not hit your allies.
Interesting
Must read through ascension's armoury
Bilateralrope said:
If the melee contains your allies, a target, and some others you get the penalty but the shots are guaranteed to not hit your allies.
That seems a bit odd - i'd reverse the penalties. If a lone ennemy is in the middle of a pack of your allies, the odds that your get a line of fire on him will drop. The more bad guys in the bunch, the more valid target you'll get so it should lower the penalties.
The Darloth chain cannon is limited in numbers though: one per campaign unless there's an insanely generous GM.
My explorator has dibs on one and now has Heavy Weapons Training (SP) so I'm looking forward to cracking it out next session. He doesn't need to worry so much about being jumped in close combat whilst firing it since he has the defensive knife from the utility mechandendrite (between best quality and trade (armourer) it's now a best quality defensive mono-knife with some resistance to power weapons). Even the standard utility and ballistic mechadendrites give some close combat ability (especially with the machinator array).