![]() I’ve also provided a version of this on Google Sheets that you can download access it here.Valorant, Riot Games' massively popular first-person shooter, is recognized for its fantastic weapon skins. I only added ammunition if the result would be different with respect to the probability of inflicting a Serious Injury result. Note that if you can’t find a specific ammunition option (for example rad-phage shotgun shells) look for something with identical stats (like standard shotgun ammunition). I debated a bunch of ways to show this, but I decided a table that you can sort and look through would be the best. In a future article we may revisit this chart and look at representative threats from later on in the campaign. Another caveat is that as the campaign advances armor becomes significantly more prevalent, making penetration a key stat. Both are critically important for determining the final efficacy of a weapon, particularly cost. First, this analysis completely ignores range or cost. Webbing: If the target is hit, it is “Webbed” which is functionally identical to a Serious Injury result. I assumed that an armor save was still made since Toxin weapons have an AP characteristic. If successful the target is automatically injured regardless of how many wounds it has. Toxin: Instead of a wound roll the player must roll equal to or greater than the Toughness characteristic of the target. Shock: On a hit roll of a natural 6 the wound roll is automatically passed. Seismic: On a wound roll of a natural 6 no armor save can be made against the attack. Scattershot: If the attack hits then d6 wound rolls are made instead of 1. Rending: On a wound roll of a natural 6 the damage of the attack is increased by 1. Pulverize: After making an Injury roll the attacking player can roll a d6 if the result is equal to or greater than the Toughness characteristic of the target then a Flesh Wound result can be changed into a Serious Injury. Melta: At half range the target is automatically taken Out of Action if an Injury roll is made. Graviton: Instead of a wound roll, the target model must roll equal to or under their Strength characteristic or they will be wounded. Gas: If hit the player rolls a d6 if the result is equal to or greater than the Toughness characteristic of the target then it is automatically wounded and an Injury die is immediately rolled. This was covered in the previous article we’re assuming a 25mm base for this analysis.īlaze: If the target is hit the player rolls a die on a 4+ the target takes an additional S3, AP -1, 1D hit and can be set on fire. Template: The weapon automatically hits if the target is under a template.īlast: The weapon has either a 3″ or 5″ blast template, making it easier to hit the target as even a miss has a chance to scatter and stay over the target. ![]() We’ll also have to incorporate several effects based on the attributes of the weapon. This means the attack will have to hit, wound, get through the armor, and not result in a Flesh Wound result on the Injury die. The target in this case will be a T3, S3, 1W ganger with a 5+ armor save. ![]() For the purpose of this article we’ll be focusing on ranged weapons only, and if there’s interest melee weapons might be looked at in the future. For the purpose of this analysis we’re going to set a defined goal the probability that the attack will cause a Serious Injury or Out of Action against a common ganger target. Every attack is a sequence of events with a defined chance of success the accumulation of those probabilities results in a final value that we can compare between weapons. The Methodįor this analysis we’re looking at probability. The intent of this article to take a look at those options and help players avoid traps (and help Arbitrators tweak things as needed). ![]() The wacky and weird options that Necromunda offers can be a lot of fun, but it can also be overwhelming for a player. Want to unleash alien heresy upon the planet and surround your foe in a cloud of xenos crafted needles? Well it’s not a gun, but there’s a box for that. Want to use a hand-held fusion gun capable of melting hole through the armor of an Astartes? There’s a gun for that. Want to shoot a giant harpoon that can impale your enemy and hit the guy behind them? There’s a gun for that. We covered the basics behind how Necromunda functions back in December, but one of the things that makes this game so much fun is the sheer variety of weapons and options that gangers can bring. We’re doing a deep dive into all the ranged weapons, comparing how the various options such as Scattershot and Gas affect the probability of putting the hurt on your opponent. Greetings fellow hive scum! This week in Hammer of Math we’re going back to Hive Primus to take another look at the math behind Necromunda.
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