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Do you roll for each hit to resolve arcing? Or is it only one roll?

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p. 82 "After the tesla destructor's initial shot has been resolved roll a D6 for each other unit (friendly and enemy), engaged and unengaged) within 6" of the target. If you roll a 6 that unit suffers a D6 automatic strength 5, AP - hits"

That would mean that after you have resolved the tesla destructor at Assault 4 including any rolls of 6 and their extra hits, then you roll for the Arc. You only roll Arc once for each destructor firing.

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Each tesla destrutor that scores any amount of hits allows one roll on each squad within 6". A single tesla destructor cannot cause more than one roll on the other squads.

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Sothas wrote:Each tesla destrutor that scores any amount of hits allows one roll on each squad within 6". A single tesla destructor cannot cause more than one roll on the other squads.


why not?
   
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Sothas wrote:Each tesla destrutor that scores any amount of hits allows one roll on each squad within 6". A single tesla destructor cannot cause more than one roll on the other squads.


I would actually argue that you don't need any hits at all. You can whiff with every single shot with the Tesla Destructor, you still resolve those shots as misses. Then, you get to roll a D6 for every unit within 6" of the target. There is no mention of a requirement to actually hit your initial target, as strange as that seems.

   
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I have a feeling that the FAQ will change the wording to reflect this situation. Until then... I would probably try to come to a amicable agreement with your opponent about how it works before playing.
   
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hesus321 wrote:
Sothas wrote:Each tesla destrutor that scores any amount of hits allows one roll on each squad within 6". A single tesla destructor cannot cause more than one roll on the other squads.


why not?


2 reasons:

1) The shot is all 4 rolls to hit; "one shot only" and other such weapons are not necessarily a Heavy , or Assault 1 weapon, if they have more than 1 attack to roll to hit with, they get them(a combi plasma firing the Plasma within 12" is a good example of this, you only get 1 shot with the Plasma part, but you get your 2 rolls to-hit ).

2) Even if you were to read Shot in this case as each to-hit roll; the "Initial Shot" would be the first shot made with the weapon whenever it is fired, not each shot.

Although in either case you dot resolve each to-hit from a single multi-shot weapon individually no matter what; so it would be Roll 4 to-hits, roll however many hits as wounds(or penetration rolls), roll any saves, apply the wounds/roll for damage results(then applying the damage results). once all that is over you roll the d6 for each unit within range(again: once), and apply the random # of hits at the Specifed Strength as if they came from the firing model.

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This message was edited 1 time. Last update was at 2011/11/10 21:58:54


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Kommissar Kel wrote:
Oaka; I could kiss you for that lovely display of Technically correct.


I think it actually gets worse. There seems to be nothing stopping you from shooting at a unit well out of range, automatically missing, and then resolving the arc effects on any unit within 6" of that initial target...

   
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You are correct, as the auto-miss is also technically "resolving" the attack.

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Just like Murderous Hurricane which is legal to use when out of range to generate its effect on hit-or-miss.

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This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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DarknessEternal wrote:Just like Murderous Hurricane which is legal to use when out of range to generate its effect on hit-or-miss.


Thing is though, that the effect of MH is not a secondary set of Ranged attack hits on ancillary targets; it's a motile terain modification only for the targeted unit.

Sure it could still damage the target unit, but it will do nothing to any units nearby.

Arc potentially hits all nearby units with additional separate shooting attacks(Again, coming from the Firing Model of the initial attack); while I would have no problem with the primary target being just within the maximum range, and spread out well beyond the maximum range(even conga-lined directly away from the shooter at max coherency) from a 30-man+ squad and then hitting the unit exactly 6" from the last there(this is clearly a huge tale)...


You know what; this is a seriously stupid rule. They may as well have just given the tesla destructor an Infinite range like the harp of discord.

To illustrate this: with infinite space available against a Small Green tide unit(exactly 1 WB and 100 Boyz), with the first boy at exactly 24" from the firer, and any enemy unit at exactly 6" from the far end of the tide you have a 330" range(27' 6", or 8.382 meters)for the secondary effect

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Kommissar Kel wrote:To illustrate this: with infinite space available against a Small Green tide unit(exactly 1 WB and 100 Boyz), with the first boy at exactly 24" from the firer, and any enemy unit at exactly 6" from the far end of the tide you have a 330" range(27' 6", or 8.382 meters)for the secondary effect


Didn't you ever pay attention at science museums as a kid? When everyone stands in a circle holding hands while the demonstrator touches the large metal ball and everyone feels a shock? Amp up the voltage quite a bit with some unfathomable technology and you'd be able to arc through a large group of people not making contact.
   
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Through either a highly conductive, or at least decently conductive medium, yes this works as you describe.

Unfortunately "thin air" is not nearly as conductive as a flesh and blood body(due mostly to our salt content)

Yes, I paid attention in Science class; also Electronics: both tell you that you cannot arc any voltage through 100 bodies and what would be about 1000'(rough to-scale) of empty space between those 100 bodies that would not vaporize 20+ of the first bodies. Bodies may be conductive, but they are also resistors(so the total current passed between the resiting air and bodies in line will be reduced to either harmless or nonexistent levels by the time it reaches the 100th body, it even manages to reach that far)

So either the Tesla destructor should ID 1/5+ of any unit it strikes at, or the Arc rule itself is rather insane.

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Kommissar Kel wrote:Through either a highly conductive, or at least decently conductive medium, yes this works as you describe.

Unfortunately "thin air" is not nearly as conductive as a flesh and blood body(due mostly to our salt content)

Yes, I paid attention in Science class; also Electronics: both tell you that you cannot arc any voltage through 100 bodies and what would be about 1000'(rough to-scale) of empty space between those 100 bodies that would not vaporize 20+ of the first bodies. Bodies may be conductive, but they are also resistors(so the total current passed between the resiting air and bodies in line will be reduced to either harmless or nonexistent levels by the time it reaches the 100th body, it even manages to reach that far)

So either the Tesla destructor should ID 1/5+ of any unit it strikes at, or the Arc rule itself is rather insane.


But the full does state that it's "Living" Lightning and it becomes stronger with every hit is does ( it feeds apperently of the destruction it causes.) and you do know 40k physics =/= real physics....
   
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Oaka wrote:
Kommissar Kel wrote:
Oaka; I could kiss you for that lovely display of Technically correct.


I think it actually gets worse. There seems to be nothing stopping you from shooting at a unit well out of range, automatically missing, and then resolving the arc effects on any unit within 6" of that initial target...


It really depends on how you interpret the 'check range' rules in the rulebook.

They specify that if a model is out of range then their shot misses, full stop.

I take this to mean literally if the model is out of range, his shot (which would include any special rules associated with his weapon that cause additional damage) would also automatically miss.


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yakface wrote:
Oaka wrote:
Kommissar Kel wrote:
Oaka; I could kiss you for that lovely display of Technically correct.


I think it actually gets worse. There seems to be nothing stopping you from shooting at a unit well out of range, automatically missing, and then resolving the arc effects on any unit within 6" of that initial target...


It really depends on how you interpret the 'check range' rules in the rulebook.

They specify that if a model is out of range then their shot misses, full stop.

I take this to mean literally if the model is out of range, his shot (which would include any special rules associated with his weapon that cause additional damage) would also automatically miss.

The issue comes when the additional effects/damage don't require a hit - similar to Murderous Hurricane. So even if you miss, things can still happen. If you're house ruling that a miss due to range negates special effects, fine... but that's not the rules.

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rigeld2 wrote:
The issue comes when the additional effects/damage don't require a hit - similar to Murderous Hurricane. So even if you miss, things can still happen. If you're house ruling that a miss due to range negates special effects, fine... but that's not the rules.


Actually I personally think it IS the rules. A weapon's effects are still part of what it shoots. The rules for checking range are generic as they are written for the most basic shooting, but their simplicity I think supports the basic idea that if a weapon is out of range, then all of its effects miss.

The ONLY thing I feel that negates this basic premise is the Space Wolf Murderous Hurricane and only then because it is FAQ'd that way and even with the FAQ I guarantee that they're referring to players failing to roll to hit, as opposed to the power being completely out of range. If that particular question was ever re-asnwered by GW for the SW FAQ, I would put hard money down guaranteeing that they would [b]not[/i] rule that Murderous Hurricane can automatically affect enemy units out of range.


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You cannot target units out of range with tesla destructor, and get the secondary effect because of its rules.

You do not get to generate hits on other units until the tesla destructors hits have been resolved. if there is no hit to resolve you cannot move onto the next step. If the unit is not in range you fired at then there is no hit resolution.

This message was edited 1 time. Last update was at 2011/11/11 15:51:00


 
   
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blaktoof wrote:You cannot target units out of range with tesla destructor, and get the secondary effect because of its rules.

You do not get to generate hits on other units until the tesla destructors hits have been resolved. if there is no hit to resolve you cannot move onto the next step. If the unit is not in range you fired at then there is no hit resolution.


that would only be true if the destructor's rules were based off hits; they are not.

You gain the secondary effect after the initial Shot is resolved; missing is a form of resolution for a shot.

You can miss all 4 shots from the destructor(lets assume the target was in range, to avoid that issue); and the resolution of those shots is a miss; the shots wee however resolved and therefore you gain the ancillary auto-hit chances.

This message was edited 2 times. Last update was at 2011/11/11 15:58:27


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yakface wrote:
rigeld2 wrote:
The issue comes when the additional effects/damage don't require a hit - similar to Murderous Hurricane. So even if you miss, things can still happen. If you're house ruling that a miss due to range negates special effects, fine... but that's not the rules.


Actually I personally think it IS the rules. A weapon's effects are still part of what it shoots. The rules for checking range are generic as they are written for the most basic shooting, but their simplicity I think supports the basic idea that if a weapon is out of range, then all of its effects miss.

The ONLY thing I feel that negates this basic premise is the Space Wolf Murderous Hurricane and only then because it is FAQ'd that way and even with the FAQ I guarantee that they're referring to players failing to roll to hit, as opposed to the power being completely out of range. If that particular question was ever re-asnwered by GW for the SW FAQ, I would put hard money down guaranteeing that they would not rule that Murderous Hurricane can automatically affect enemy units out of range.
(fixed your bold/italic typo)
I agree absolutely - but I don't read the rules that way. If the out of range "failure" was worded differently, it would work better (ie. don't use the word miss).

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I think you clearly do get the arcing effect even if the initial target unit is out of range.

I think it's an incredibly cheesy tactic and isn't the intended use of the weapon. But, it is totally allowed by the rules (at least, until the FAQ or 6th edition says otherwise).

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