Reaper User CAVBOSS Posted February 25, 2015 Reaper User Share Posted February 25, 2015 (edited) So I was sitting here working on the rest of the KS model stats and working on some other variations of the data cards and low and behold before I knew it, I had the Rach Emperor himself! Here is the color version as well... Edited February 26, 2015 by CAVBOSS 7 Quote Link to comment Share on other sites More sharing options...
bhchan Posted February 25, 2015 Share Posted February 25, 2015 it just dawned on me (though I'm sure other people have suggested this) but, it seems like CAV would be perfect to use the spin-wheel mechanism for representing the damage track (similar to the heroclicks base or other slew of board games) or a see-through rubber band to slide around and track damage hmm not sure i'm explaining it right. Quote Link to comment Share on other sites More sharing options...
Club Posted February 26, 2015 Share Posted February 26, 2015 (edited) This has the assault modifier to take advantage of the increased speed if the player takes the Children of the Storm Doctrine? Because I don't think it makes much sense otherwise. @B-chan, I get what you mean well enough. But clicky-bases for Cav would of necessity be either really complex, or need greater abstraction. Edited February 26, 2015 by Club Quote Link to comment Share on other sites More sharing options...
Mallus Posted February 26, 2015 Share Posted February 26, 2015 (edited) I don't think it can benefit from Children of the Storm because all of its weapons have Min Rng. It can't fire at point blank range. Most of the Rach CAVs so far have mainly weapons with Min Rng. The Gnomic has a Heavy RAC that can take advantage of it. I'm not sure about what other Rach CAVs will be good for CotS though. Edit: I just re-read your post as realized you referenced the speed boost specifically. Yes, that it can take advantage of. I just don't know if I'd want to drop a point of armor to move faster if it then has to worry about being too close and not being able to fire. Edited February 26, 2015 by Mallus Quote Link to comment Share on other sites More sharing options...
madcat Posted February 26, 2015 Share Posted February 26, 2015 it just dawned on me (though I'm sure other people have suggested this) but, it seems like CAV would be perfect to use the spin-wheel mechanism for representing the damage track (similar to the heroclicks base or other slew of board games) or a see-through rubber band to slide around and track damage hmm not sure i'm explaining it right. Waaaaaayyy ahead of you. Pics of our solution soonâ„¢... Quote Link to comment Share on other sites More sharing options...
Brother Jim Posted February 26, 2015 Share Posted February 26, 2015 it just dawned on me (though I'm sure other people have suggested this) but, it seems like CAV would be perfect to use the spin-wheel mechanism for representing the damage track (similar to the heroclicks base or other slew of board games) or a see-through rubber band to slide around and track damage hmm not sure i'm explaining it right. Since the CAV1 days I've thought that the CAV rules would be better with a Clix style base, but I'm not sure how to get all the unit data onto a clicky dial and not have it either be freaking huge or the printing being freaking tiny. Quote Link to comment Share on other sites More sharing options...
Mallus Posted February 26, 2015 Share Posted February 26, 2015 Should we be able to recreate these in the builder program? I didn't have enough hard points to make the Emperor. Quote Link to comment Share on other sites More sharing options...
Reaper User CAVBOSS Posted February 26, 2015 Author Reaper User Share Posted February 26, 2015 Minimum Range: In my effort to keep as many things as CAV 2 as possible in the rules, it was noted before we went to print the addition on Min Rng to MACs/Gauss weapons took the teeth out of Rach doctrines. We had added Min Rng to these weapon systems as I felt there needed to be some space between the attacker and defender and to keep the RAV from influencing the CCV. As a result I had reduced their Min Rng to 1. This apparently didn't make it to the construction program or the Quick-Start rules (as it was a separate doc at that point)and I didn't notice it till you brought it up again. I will update everything today. Also we had reduced the Min Rng of Missiles to 14 and Rockets 12. Construction Program: Mallus you may have an older version. I know we tweaked it some and didn't chance the build number. We will be updating it later today to fix the Min Rng problem. Two other bugs we haven't taken out yet include putting matched weapons in any location. Right now when you drag them to an arm they auto split. That is not required. For now just include them in the torso. CCV: We have a problem with the program and the way it is rounding for this value. Ive included a copy of the rule so you can self check the value to make sure it is correct. Step Seven: Determine Close-Combat Value A model’s close-combat value (CCV) is a reflection of it’s overall “toughness†and ability to inflict damage in a close-assault attack. Each model will have a Hard and Soft CV which will be added to the model’s opposed roll when participating in a close-assault attack. When determining the CCV of a model, weapon systems with the SA: Indirect-Fire and/or SA: Minimum Range are not used. Aircraft models cannot engage in a close-combat attack and have no close-combat value. Calculate Base Hard CCV Add together the starting hard RAV of each eligible weapon system and multiple the result by .10. Example: The Dictator-B CAV has two medium MACs (RAV 6/2), one light GM (4/4), and one light R10 (3/3). All three weapon systems have the SA: Indirect-Fire or SA: Minimum Range and are not used when calculating the model’s base hard CV. With no eligible weapon systems, the model’s base hard CV is “0â€. The Halberd CAV has four light LBGs (RAV 3/3), two medium LBG (4/4), and one heavy RAC (4/8). As none of these weapon systems have the SA: Indirect-Fire or SA: Minimum Range they are used when calculating the model’s base hard CCV. The total value of their hard RAV is “24â€, multiplying by .10 provides a base hard CCV of “2.4â€. Calculate Base Soft CCV Add together the starting soft RAV of each eligible weapon system and multiple the result by .10. Example: Using the same two model’s again we get an base soft CCV of “0†for the Dictator-B and a base soft CCV of “2.8†for the Halberd. Calculate CCV Armor Bonus Multiple a model’s armor value by .2 and add this value to both base CCV amounts. Example: The Dictator-B has a AV of 8 (1.6) and the Halberd has a AV of 7 (1.4). Added to the base CCV numbers for both models brings their totals to 1.6/1.6 for the Dictator-B and 3.8/4.2 for the Halberd. Calculate Model Type’s CCV Bonus Some models may receive a CCV bonus based upon their chassis type. Add this value (if any) to both base CCV amounts. Aircraft l All Chassis Types NA Combat Assault Vehicle (CAV) l Small Chassis +1 CV l Medium Chassis +2 CV l Large Chassis +2 CV l Extra-Large Chassis +3 CV l Super Chassis +4 CV Combat Vehicles l All Chassis Types +0 CV Infantry l Light Armor +1 CV l Heavy Armor +1 CV l Powered Armor +2 CV Example: Both the Dictator-B and the Halberd are extra-large chassis CAVs, receiving a model type CCV bonus of +3. Added to the base CCV numbers for both models brings their totals to 4.6/4.6 for the Dictator-B and 6.8/7.2 for the Halberd. Calculate Model’s Final Close-Assault Attack Values After adding the CCV bonus for armor and model type to both base CVs, round any fractions. This is the model’s final close-assault attack values. Example: After rounding the Dictator-B’s final close-combat assault values are 5/5 and the Halberd’s are 7/7. Quote Link to comment Share on other sites More sharing options...
Arc 724 Posted February 26, 2015 Share Posted February 26, 2015 it just dawned on me (though I'm sure other people have suggested this) but, it seems like CAV would be perfect to use the spin-wheel mechanism for representing the damage track (similar to the heroclicks base or other slew of board games) or a see-through rubber band to slide around and track damage hmm not sure i'm explaining it right. Since the CAV1 days I've thought that the CAV rules would be better with a Clix style base, but I'm not sure how to get all the unit data onto a clicky dial and not have it either be freaking huge or the printing being freaking tiny. What about a Print & Construct wheel for each mini or something along those lines. In my head I see something double the size of the INfo card for the mech but it has a wheel on one end.(?) Quote Link to comment Share on other sites More sharing options...
Arc 724 Posted February 26, 2015 Share Posted February 26, 2015 (edited) Awesome Edited February 26, 2015 by Arc 724 Quote Link to comment Share on other sites More sharing options...
Club Posted March 12, 2015 Share Posted March 12, 2015 Still didn't answer my question, Cavboss - Why does this monster have Assault? Given that it's armed with 5 weapons with Limited Ammo, I'm fairly certain that ammo bins would be far more useful than assault, which does little or nothing I can figure out on this design. Aside from that, awesome. Quote Link to comment Share on other sites More sharing options...
PatrickK Posted March 12, 2015 Share Posted March 12, 2015 Waaaaaayyy ahead of you. Pics of our solution soonâ„¢... I just read that. I was planning to order a huge bag of d12. Does this mean I should wait for a few days and there might be another way to spend my money? Quote Link to comment Share on other sites More sharing options...
Mallus Posted March 12, 2015 Share Posted March 12, 2015 Would Run N Gun even help a model with MV 4? You subtract two MV from their base and then they make two move actions and a ranged attack, right? So two MV 2 move actions would just put it up to 4 again. Is that right? Or is it two move actions minus 2 MV? Quote Link to comment Share on other sites More sharing options...
PatrickK Posted March 12, 2015 Share Posted March 12, 2015 Quickstart rules: "A model using the run 'n gun will reduce their current MV by 2" As I undertstand it that means reduce the current MV by 2 first, then double that. Quote Link to comment Share on other sites More sharing options...
Reaper User CAVBOSS Posted March 12, 2015 Author Reaper User Share Posted March 12, 2015 The move mod is subtracted from the base MV. So the Emperor would have 4 MV points to use when performing the Run 'N Gun. The Assault SA is a legacy from his original design and at MV 4 or less a model would see no benefit from using this combo. I will play around with the card and adjust. 1 Quote Link to comment Share on other sites More sharing options...
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