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Post by Deleted on Apr 2, 2008 10:41:53 GMT -5
Not sure where this should go, because it's a rules check really. I understand about the "overheat" rule on the plasmagun, sort of - however what happens if one of the two shots hits and the other overheats?
Do you roll one at a time, roll to see which shot got out first, assume he got his shot off before blowing up or simply kill the model? What's peoples approaches?
Plus: is it right that when you fire two shots instead of one, you double the chance of overheating on every diceroll?
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Post by Rolling Thunder on Apr 2, 2008 12:02:34 GMT -5
Yah, yah and yah.
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Post by Turtleboy(AWOL) on Apr 2, 2008 14:31:08 GMT -5
since the weapon fires 2 shots at once when rapid firing, you toss the dice and any hits scored by the gunner firing the plasmagun count before he 'burns off'
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Post by lordcastellenjon on Apr 2, 2008 17:04:54 GMT -5
and he starts praying to the emprore carapce save carapace save
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Post by Deleted on Apr 3, 2008 3:40:03 GMT -5
Hmm, so over 6 shots rapid fire you will self-immolate your man 1/3 of the time - over 6 rolls that 2 dead. Plasma has a real downside...
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Post by fatuous on Apr 3, 2008 8:11:29 GMT -5
it's the price to pay for the power remember u do get a save tho so isn't instant death (altho with flak armour not greatly increase the odds). single fire, 1/6 chance of over heat 2/3 chance of dying is about 1 in 9 shots resulting in a death. rapid fire 1/3 chance of over heat per shot, 2/3 chance of dying = 2/9 per shot. I think
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Post by Turtleboy(AWOL) on Apr 3, 2008 11:07:40 GMT -5
taking a medic with plasma guns in a command squad is the only way I've ever been content with the performance of the things to be honest. any other way and it's kinda like giving a free high point model to your enemy in regards to victory points.
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Post by Deleted on Apr 3, 2008 16:11:02 GMT -5
Is it better to keep it to just 2 plasma's per medic to ensure survivability. Accompanied by either a meltagun (for extra anti tank punch) or a grenade launcher for another weapon with 2' range.
Do you get one save per turn, or one save per player turn? (ie: one saved due to plasma death, and then one save due to enemy fire.)
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Post by fatuous on Apr 4, 2008 7:18:04 GMT -5
I've always read 'every turn' to mean ever players turn, but that might just be me being optemistic.
1 thing I have never been sure on tho is whether it works against ap 5 and less weapons where no save is allowed, I am not sure if these wounds count as failed armour saves. As I don't roll to save, I have always played that they don't. Obviously I'd prefer it if a weapon that punches straight thru the armour is considered a failed save.
Reg plasma weapons. I haven't feilded them in normal guard squads, saving them for storm troopers where the better BS and armour make them more effective IMO.
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Post by Deleted on Apr 4, 2008 9:53:52 GMT -5
The rules are specific on this. The medi-pack take away one failed save. It specifically says it cannot work if the weapon/power ignores saves, therefore certain psychic powers and power weapons are just too damaging for a plaster (translation:bandaid) and some laudnum to fix.
Do you get a saving throw even though plasma is AP2 weapon? If so carapace seems a worthwhile investment, although only available via a doctrines choice...
What's the conclusion on plasma pistols - worth the risk for a high points cost, low range weapon that "could" kill you?
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