Battlecannon clip sizes?

By RobOut, in Only War

FWIW, the Vanquisher has Clip 6 and the Demolisher has Clip 2. Only the Earthshaker has Clip 1.

HappyDaze said:

FWIW, the Vanquisher has Clip 6 and the Demolisher has Clip 2. Only the Earthshaker has Clip 1.

I think that it's a way to show how fast the loader can reload the cannon and how long does it take the barrel to recover an optimal temperature and avoid overheating .

MILLANDSON said:

Except that all licensed sources are official, so now you do have an official source - the Only War core book.

Well, but the OW rulebook says nothing about LR autoloaders… The only thing we have is a Clip 12, what could mean a wide variety of things (otherwise, we wouldn't have this discussion, wouldn't we?).

AtoMaki said:

MILLANDSON said:

Except that all licensed sources are official, so now you do have an official source - the Only War core book.

Well, but the OW rulebook says nothing about LR autoloaders… The only thing we have is a Clip 12, what could mean a wide variety of things (otherwise, we wouldn't have this discussion, wouldn't we?).

Has anyone thought to send an e-mail to FFG via the "Rules Questions" link at the bottom of the page, then? If you want to know what it means "officially", rather than just interpretting it your own way and running with it (what I'm doing), asking them would be the best option.

Unknown said:

HappyDaze said:

FWIW, the Vanquisher has Clip 6 and the Demolisher has Clip 2. Only the Earthshaker has Clip 1.

I think that it's a way to show how fast the loader can reload the cannon and how long does it take the barrel to recover an optimal temperature and avoid overheating .

That's not how the Clip entry on weapons works.

I do find it humourous that if a Battle Cannon jams, it might be discarding up to 11 more unfired rounds! How **** wasteful!

WEAPON JAMS
Weapons may jam either through extreme age, maltreatment
of their machine spirit, or just plain poor design. An
unmodi?ed result of 96 to 00 on a Ranged attack, in addition
to being an automatic miss, also indicates the weapon has
jammed. A jammed weapon cannot be ?red until it is cleared.
Clearing a jam is a Full Action that requires a Ballistic Skill
Test. If the Test is successful then the jam has been cleared,
though the weapon needs to be reloaded and any ammo in it
is lost.
If the Test is failed, the weapon is still jammed, though
the character can attempt to clear it again next Round.

Is the there anything in the vehicle rules that changes this?

Face Eater said:

While you've got IA1 to hand, does it mention the number of crew? Because I'm sure Lexicanium is wrong. I count 5 - 7, Commander, Gunner, Loader, Driver, Hull weapon gunner (and pressumably Radio operator if most WW2's are anything to go by) + 2 optional sponson gunners.


loading

I can get 3Full being…a lot for combat. Although not as much when you have as many weapons.


Reducing Clip and Reload time would work, though.

H.B.M.C. said:

Face Eater said:

While you've got IA1 to hand, does it mention the number of crew? Because I'm sure Lexicanium is wrong. I count 5 - 7, Commander, Gunner, Loader, Driver, Hull weapon gunner (and pressumably Radio operator if most WW2's are anything to go by) + 2 optional sponson gunners.


IA1 does mention crew, and it's actually what the crew compliments in Only War were based on. The turret's loader fires the Hull Mount, or the driver does when the vehicle is stationary and the loader isn't, y'know, loading the gun.

BYE

Well there you go, I thought I'd read it was 5 crew for ever-ago, can't say where I got that from so it didn't happen. I guess they actually have a remote fire system on it rather than sitting behind the hull-gun (which would make loading the main gun a little difficult. Easy enough to do with 40k tech.