Switch Theme:

Gets Hot needs a change  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in no
Fresh-Faced New User




ok, so a plasmagun does an aweful amount of damage if it hits. so why doesn't it do this much damage if a marine misshandles it and it blows up? the solution to this problem is simple. or so i belive. make a weapon that gets hot hit the model that fired it. if your marine with plasmagun rolls a 1 to hit, he is hit with a S7 AP2 burst of plasma. Easy.
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

Huh. I wasn't expecting a nerf request for imperial plasma when I clicked on this.

So in exchange for the user almost certainly dying 1 out of 6 shots, plasma pistols are gonna cost like 2 points right?

20000+ points
Tournament reports:
1234567 
   
Made in no
Fresh-Faced New User




the point was basicly to make them feel more realistic. I admit that this might not work as well in practise as in my head, but its always so irritating to see such a voletile weapon, acording to the lore, be so harmless to the wealder should something go wrong.
   
Made in us
Gore-Soaked Lunatic Witchhunter







I think the change was in 5e or 6e, when I started playing in 4e you didn't get an armour save against Gets Hot!

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in fr
Nurgle Predator Driver with an Infestation





Calixis sector / Screaming Vortex

I would only give that to orks

Imperial plasma tachnology is not that unreliable

CSM
Militarum Tempestus
Dark Angels (Deathwing)
Inquisition 
   
Made in ru
!!Goffik Rocker!!






Oh noez! We won't have our mighty 6+ to save us from gets hot no more!1
   
Made in us
Auspicious Daemonic Herald





Pyromanchis wrote:
the point was basicly to make them feel more realistic. I admit that this might not work as well in practise as in my head, but its always so irritating to see such a voletile weapon, acording to the lore, be so harmless to the wealder should something go wrong.

The people using it know its a volatile weapon. You think the people who use it wouldn't take some precautions so that it doesn't kill them?
   
Made in se
Regular Dakkanaut






It most likely only overheats. It's rare that they explode.

The Tick: Everybody was a baby once, Arthur. Oh, sure, maybe not today, or even yesterday. But once. Babies, chum: tiny, dimpled, fleshy mirrors of our us-ness, that we parents hurl into the future, like leathery footballs of hope. And you've got to get a good spiral on that baby, or evil will make an interception.  
   
Made in gb
Lieutenant Colonel




Wow, I can remember when plasma type weapons were just limited to firing every other turn.(As the user just let the weapon cool down between shots.)
But that is not a 'cinematic' (random) solution, as occasionally exploding and some time killing the user I suppose.
   
Made in au
Hellacious Havoc






Having a pistol jam and even explode in your hands is entirely different to a bullet in the face.

(ignore me - I don't know what I am doing) 
   
Made in us
Powerful Pegasus Knight





Omaha

The "gets hot" rule means just that, the weapon overheats but it does not shoot plasma into the face of the operator. The way I always looked at it is that if I passed the armour save then the weapon got too hot to use, if I failed then the weapon blew up killing the operator.

"Success is not final, failure is not fatal, it is the courage to continue that counts."  
   
Made in gb
Lord of the Fleet






London

Ever played Halo? Gets Hot is similar to the Plasma weapons on Halo, where constant firing overheats the weapon, causing them to vent excess gas. Gets Hot isn't necessarily the weapon exploding, the damage can be interpreted as this excess gas scorching the user. I don't know much about the properties of Plasma but I'd imagine in a weaponised state just the gases would be hot enough to kill.
   
Made in us
Painlord Titan Princeps of Slaanesh





Give the plasma guns a hellish demise option. The operator can choose to overload his plasma gun on purpose in the assault phase if he did not fire it in the shooting phase or over watch thus allowing him time to over load. A 3 inch blast originates from the base of the model, anything caught under the blast template causes a s7 ap2 (ignores cover due to being in close combat) . This will mutually gaurantee a unit of Chosen with 4 plasmaguns or pistols and what ever unit it charged or charged it get deleted.

This message was edited 1 time. Last update was at 2015/01/02 08:21:29


 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Even a Space Marine isn't stupid enough to check a malfunction by pointing it at his head when it misfires...

A "reduced power" S6 AP3 setting that does not Get Hot would be acceptable.

   
Made in us
Painlord Titan Princeps of Slaanesh





Lets call that the improved plasmagun for loyalist and not give any to my Chaos Marines...

Chaos Marine: But we want it like we need razor backs and land speeders and drop pods, and the better land raiders...this is what we get for setting the rebellion 10 ,000 years too early.
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Back in RT, there were 2 settings.

Also, the hi/lo Plasma Gun should be given to Guardsmen.

   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

Pyromanchis wrote:
ok, so a plasmagun does an aweful amount of damage if it hits. so why doesn't it do this much damage if a marine misshandles it and it blows up?
Because a weapon overheating and becoming hot to the touch isn't the same thing as putting the barrel of it in your mouth and pulling the trigger, or it exploding in a plasma fireball.

This message was edited 2 times. Last update was at 2015/01/02 09:38:52


 
   
Made in us
Stealthy Space Wolves Scout






Overheating does not mean exploding. Thats why it can get hot and you can still shoot it next turn


Automatically Appended Next Post:
If it were actually exploding, you would need a small blast template

This message was edited 1 time. Last update was at 2015/01/02 09:52:37



DR:80-S++G+M-B---I+Pw40k#10++D+A++++/cWD-R+++T(T)DM+
(Grey Knights 4500+) (Eldar 4000+ Pts) (Tyranids 3000 Pts) (Tau 3000 Pts) (Imperial Guard 3500 Pts) (Doom Eagles 3000 Pts) (Orks 3000+ Pts) (Necrons 2500 Pts) (Daemons 2000) (Sisters of Battle 2000) (2 Imperial Knights) 
   
Made in nz
Warp-Screaming Noise Marine





Auckland, New Zealand

Your improved plasma that is reduced stats is exactly how all imperial plasma worked in 2nd. Only chaos, with older less refined tech had to suffer gets hot, but that let them be much more destructive.
   
Made in us
Omnipotent Necron Overlord






Just remove gets hot. It's a stupid mechanic. You can't reliably hope your enemy blows himself up and you can't reliably not kill yourself using a plasma gun. It adds nothing to the game but frustration.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Death-Dealing Dark Angels Devastator





Charlotte, NC

Just bring back the rule where if you rapid fire it the plasma weapon will over heat on dice roll of a 1 or a 2

6000
3000 
   
Made in us
Battlewagon Driver with Charged Engine





The rule is "Get's Hot", not "Rotates 180 degrees and fires". The whole idea of a plasma gun is it has very high technology to focus the plasma. Any failure would be a failure of focusing, not aiming, so the resultant plasma escape would be too diffuse to cause full damage.
   
Made in us
Painlord Titan Princeps of Slaanesh





So no one likes my idea of using plasma weapons as suicide bombs?
   
Made in us
Omnipotent Necron Overlord






 Filch wrote:
So no one likes my idea of using plasma weapons as suicide bombs?

I like the idea - would make plasma pistol worth the points.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in ca
Frenzied Berserker Terminator





Canada

I'm sure someone posts it out already but...

When a weapon gets hot it's a malfunction. The shot is not fired and the user takes damage. The reason you get to take an armour save is because you aren't suffering the full brunt of the attack.

maybe if plasma guns had a chance of exploding when they suffered a gets hot result, then you could blast the user with a which ever attack is suitable.

As far as I knew when you resolved a gets hot it was against the model using the gun. Correct me if I'm wrong! Lol. Because if I am wrong then that means I've been killing my plasma gunners for no reason!



Gets along better with animals... Go figure. 
   
 
Forum Index » 40K Proposed Rules
Go to: