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Questoris Mechanicus v1.53 (Developmental)

 Post subject: Re: Questoris Mechanicus v1.52 (Developmental)
PostPosted: Sat Sep 29, 2018 2:24 pm 
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That's how I interpret it anyway: "Its Ironstorm Missile Pod has a substantially larger payload than those found on more common Knights, though in battle-zones where the danger from airborne assault is apparent, this system can be replaced with powerful Helios Defence Missiles."

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 Post subject: Re: Questoris Mechanicus v1.52 (Developmental)
PostPosted: Sat Sep 29, 2018 3:27 pm 
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I don't think that the rules support that interpretation though. I think what they are saying is that the Ironstorm missiles do more damage but the Helios missiles can also target air. The rules also seem to support this interpretation:

https://www.forgeworld.co.uk/resources/ ... yhrion.pdf

60" 8 2 Heavy 2, Skyfire, Interceptor for Helios vs.
Ironstorm missile pod 72" 6 4 Ordnance 1, Massive Blast (7") for Ironstorm

IIRC, Skyfire says you get full BS against flyers and skimmers, but only snap shots against anything else including ground units unless the weapon has interceptor. Interceptor lets you negate the snap shot penalty against ground targets.

I think EAU blended the two options together to get the BP and AA values, so maybe if you're against that think about adding an AP value to the Helios missies too?

Maybe something like
Magna cannons XXX
2x autocannons 5+ap/6+at
Helios : 6+at/5+ AP & AA

so 4x 6+at and 2x AT2+ lance per knight

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 Post subject: Re: Questoris Mechanicus v1.52 (Developmental)
PostPosted: Sat Sep 29, 2018 3:45 pm 
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Yeah that sounds reasonable

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 Post subject: Re: Questoris Mechanicus v1.53 (Developmental)
PostPosted: Thu Oct 11, 2018 7:46 pm 
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updated to v1.83

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