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Made in us
Dakka Veteran






Chillicothe, OH

So if I have a PC Dev and target it with the Signum plus pop the Cherub, it can get 2d3 shots and cannot overheat right? The mortal wound only looks at the final result of the die, not the roll itself?

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Made in gb
Regular Dakkanaut




I don't know the rules for all the individual equipment you're referencing there, but I do know how modifiers and plasmas work:

If your total modifier is positive, it is not possible for you to take mortal wounds from firing plasma. After modification is what matters, and it will be impossible to have a 1 after modification.

Note that this is a two way street though. If you end up with a -1 modifier (eg, you walk with your Plasma Cannon and don't have the bonuses), then a roll of 1 or 2 will become 1 after modification and so you'll have doubled your chance of over heating.
   
Made in us
Dakka Veteran






Chillicothe, OH

Stux wrote:
I don't know the rules for all the individual equipment you're referencing there, but I do know how modifiers and plasmas work:

If your total modifier is positive, it is not possible for you to take mortal wounds from firing plasma. After modification is what matters, and it will be impossible to have a 1 after modification.

Note that this is a two way street though. If you end up with a -1 modifier (eg, you walk with your Plasma Cannon and don't have the bonuses), then a roll of 1 or 2 will become 1 after modification and so you'll have doubled your chance of over heating.


Yeah, definitely dont want to move them. The Signum allows you to target one model within 3" and it gets +1 to hit. The Cherub allows one model to fire twice in this phase, then remove the Cherub. So in essence, I'm trying to get 2d3 super charged shots with +1 to hit and not lose my model to overheating.

This message was edited 1 time. Last update was at 2018/01/01 18:31:58


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Armies in 8th:
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Thousand Sons: 15-3

 
   
Made in es
Furious Fire Dragon





 nintura wrote:
Stux wrote:
I don't know the rules for all the individual equipment you're referencing there, but I do know how modifiers and plasmas work:

If your total modifier is positive, it is not possible for you to take mortal wounds from firing plasma. After modification is what matters, and it will be impossible to have a 1 after modification.

Note that this is a two way street though. If you end up with a -1 modifier (eg, you walk with your Plasma Cannon and don't have the bonuses), then a roll of 1 or 2 will become 1 after modification and so you'll have doubled your chance of over heating.


Yeah, definitely dont want to move them. The Signum allows you to target one model within 3" and it gets +1 to hit. The Cherub allows one model to fire twice in this phase, then remove the Cherub. So in essence, I'm trying to get 2d3 super charged shots with +1 to hit and not lose my model to overheating.


Yep that would work, as long you don't fire at anything with neg bonuses like ravenguard tactics or Eldar alaitoc rules.
   
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Ragin' Ork Dreadnought





Keep in mind a 1 will still miss, it just won't overheat.

   
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Perfect Shot Dark Angels Predator Pilot





To add a bit of tactics, there are no rules that tell you the second shot must be on the same target. The rules for armorium cherub simply states as per RAW , "after a model in this unit has fired... and that model can immediately shoot again."

This means that the second shot from the same weapon isn't restricted by the relevant rules:
1. you must declare all of your targets before rolling any dice to hit - rule specifically allows to fire again AFTER the first round of shooting has been declared and resolved. So you are not restricted by your initial target declaration.
2. you may not split multiple shots from a single weapon to multiple targets - you are not splitting multiple shots from a single weapon. You are firing two instances of multiple shots, i.e. two rounds of [heavy 3] shots from a [heavy bolter] is not the same as firing one round of [heavy 6] shots from [twin heavy bolter].

So, you can choose to split fire the same weapon AFTER seeing the results of how many shots you've landed on your primary target with your first shot.

The best way to use cherub is NOT TO fast roll and instead roll two 1d6's separately, rather than rolling 2d6's at once against a single target and potentially overkilling your target.

This message was edited 1 time. Last update was at 2018/01/02 16:46:20


 
   
 
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