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Made in us
Regular Dakkanaut




So I had a game not too long ago where I was running a Redemptor with the Big Plasma Gun against an army of Space wolves. The guy used the spell to give my dreadnought a minus one to hit, and with him moving it was also a minus one to hit.

He proposed that because of this, a roll of 1, 2, and 3 would result in a mortal wound to the dreadnought because they would count as ones.

I have always thought it was just an unmodified roll of one that did this, that being said I may just be salty.

So what do you guys say?
   
Made in gb
Norn Queen






OverlyGrumpyTau wrote:
So I had a game not too long ago where I was running a Redemptor with the Big Plasma Gun against an army of Space wolves. The guy used the spell to give my dreadnought a minus one to hit, and with him moving it was also a minus one to hit.

He proposed that because of this, a roll of 1, 2, and 3 would result in a mortal wound to the dreadnought because they would count as ones.

I have always thought it was just an unmodified roll of one that did this, that being said I may just be salty.

So what do you guys say?
It's not unmodified ones. He was correct.
Designers Commentary wrote:Q: Can a dice roll ever be modified to less than 1?
A: No. If, after all modifiers have been applied, a dice roll would be less than 1, count that result as a 1.
Yes, it seems that the Machine Spirits inside Imperial Plasma Weaponry, for some bizarre reason, are scared of the dark and moving too quickly, as well as blue Eldar.

This message was edited 3 times. Last update was at 2019/01/17 22:25:54


 
   
Made in de
Witch Hunter in the Shadows



Aachen

OverlyGrumpyTau wrote:
So I had a game not too long ago where I was running a Redemptor with the Big Plasma Gun against an army of Space wolves. The guy used the spell to give my dreadnought a minus one to hit, and with him moving it was also a minus one to hit.

He proposed that because of this, a roll of 1, 2, and 3 would result in a mortal wound to the dreadnought because they would count as ones.

I have always thought it was just an unmodified roll of one that did this, that being said I may just be salty.

So what do you guys say?


If it meant "unmodified roll", it'd say so. In that specific situation your Redemptor would burn itself on 1-3 indeed.
And if you have an aura that tells you to re-roll failed hit rolls (eg. Captain with Chapter Master stratagem applied), 3s and 4s will not be re-rollable because rerolls are done BEFORE modifers are applied - and those are still hits before modifiers are applied.

It's weird and unintuitive and stupid, and exactly how GW wants it to work, sadly.

This message was edited 2 times. Last update was at 2019/01/17 22:26:40


 
   
Made in us
Stealthy Warhound Titan Princeps






Yea, it's probably my least-favorite thing about this edition. "Gets Hot" type weapons should wound you on an unmodified 1, not after minus to hit modifiers.

Armies that can stack -2 or -3 to hit are already quite powerful, but I can't even TRY to hit them without risking killing myself. :( Yes, I can turn the power down and shoot them with non-supercharged weapons, but that's effectively cutting my damage in half before I even roll to hit.
   
Made in us
Fresh-Faced New User




I’ve never understood why you don’t just roll a seperate dice for “Get’s Hot”.” It solves all the common sense issues with the rule.

I also agree that it should also proc on a natural roll of a 1. Or at least that negative to-hit modifiers should simply change the roll required. Nat2 if firing with a -1 modifier, nat3 is a -2, etc. Edit: and that in such a case a Nat1 or Nat2 would just be a normal
miss.

Also, I was under the impression that hit modifiers didn’t stack in this edition?

This message was edited 1 time. Last update was at 2019/01/18 02:51:15


 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

They do, just not from the same rules source unless otherwise stated.

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
Made in fr
Focused Dark Angels Land Raider Pilot






Play Dark Angels and use weapons of the Dark Age.

Don;t have to worry about the overcharge issue then

5500
2500 
   
Made in fi
Locked in the Tower of Amareo





With 8th ed gw went for every weapon working potentially differently so you need to check specific weapon. Some will overcharge there on 1-3, others on unmodified 1. Others will kill you, others give you 1MW. Have fun.

2024 painted/bought: 109/109 
   
Made in gb
Witch Hunter in the Shadows



Aachen

tneva82 wrote:
With 8th ed gw went for every weapon working potentially differently so you need to check specific weapon. Some will overcharge there on 1-3, others on unmodified 1. Others will kill you, others give you 1MW. Have fun.


There's no plasma weapon i know of that only overheats on an unmodified 1.the kill/mw thing is mostly about not killing an entire tank just because one gun overheated.
   
Made in gb
Horrific Hive Tyrant





 SeanDavid1991 wrote:
Play Dark Angels and use weapons of the Dark Age.

Don;t have to worry about the overcharge issue then


It's too expensive to spam though. Plus if you are using it, it's probably high enough priority a target that you want S8 and 3 damage!

Good strat though.
   
Made in fr
Focused Dark Angels Land Raider Pilot






 Stux wrote:
 SeanDavid1991 wrote:
Play Dark Angels and use weapons of the Dark Age.

Don;t have to worry about the overcharge issue then


It's too expensive to spam though. Plus if you are using it, it's probably high enough priority a target that you want S8 and 3 damage!

Good strat though.


My Strat is use that on Hellblasters, even if they die the ancient is near by to give them 50/50 chance to shoot again.

This is the reason how I managed to get 23 rapid fire hits of S8 D3 Plasma against Mortarion with 10 Hellblasters,

Sure I took a few hellblaster casualties, but Mortarion took 15 wounds saved 7, 24 Damage, FNP 8 of them and had two wounds left. Azrael charged him and dealt 2 mortal wounds with his sword

5500
2500 
   
Made in fi
Locked in the Tower of Amareo





nekooni wrote:
tneva82 wrote:
With 8th ed gw went for every weapon working potentially differently so you need to check specific weapon. Some will overcharge there on 1-3, others on unmodified 1. Others will kill you, others give you 1MW. Have fun.


There's no plasma weapon i know of that only overheats on an unmodified 1.the kill/mw thing is mostly about not killing an entire tank just because one gun overheated.


Check ork weapons.

2024 painted/bought: 109/109 
   
Made in de
Witch Hunter in the Shadows



Aachen

tneva82 wrote:
nekooni wrote:
tneva82 wrote:
With 8th ed gw went for every weapon working potentially differently so you need to check specific weapon. Some will overcharge there on 1-3, others on unmodified 1. Others will kill you, others give you 1MW. Have fun.


There's no plasma weapon i know of that only overheats on an unmodified 1.the kill/mw thing is mostly about not killing an entire tank just because one gun overheated.


Check ork weapons.


so ... Badrukk's unique gun, that's all I could find.
   
Made in ca
Been Around the Block




nekooni wrote:
tneva82 wrote:
nekooni wrote:
tneva82 wrote:
With 8th ed gw went for every weapon working potentially differently so you need to check specific weapon. Some will overcharge there on 1-3, others on unmodified 1. Others will kill you, others give you 1MW. Have fun.


There's no plasma weapon i know of that only overheats on an unmodified 1.the kill/mw thing is mostly about not killing an entire tank just because one gun overheated.


Check ork weapons.


so ... Badrukk's unique gun, that's all I could find.


Any of the Kustom Mega weapons as well, they're the Ork equivalent to plasma
   
Made in de
Witch Hunter in the Shadows



Aachen

But do they use "unmodified roll of 1"? BS says otherwise, but, well, that's BS.
   
Made in gb
Incorporating Wet-Blending




U.k

This rule is so silly me and my mates don’t use it. We go natural one or nothing. It makes no sense otherwise.
   
Made in us
Longtime Dakkanaut




Others are correct in stating that you calculate Gets Hot! after to hit modifiers are applied.

Gets Hot! should REALLY be calculated before modifiers are applied. It would be pretty easy to change the wording or release a FAQ. It would eliminate stupid things like plasma guns not being able to overheat if you have a +1 to hit, or overheating on 1s and 2s if you have a -1 to hit.

This message was edited 2 times. Last update was at 2019/01/19 03:52:32


 
   
Made in gb
Longtime Dakkanaut




I was somewhat assuming it would be faqd. It's unmodified in kill team.

DFTT 
   
Made in ca
Been Around the Block




Captyn_Bob wrote:
I was somewhat assuming it would be faqd. It's unmodified in kill team.


Why would they FAQ a rule that has been consistent with all of their other rules and is working as they intended?

Also Kill Team is not the same game as 40k.
   
Made in de
Witch Hunter in the Shadows



Aachen

Pakman184 wrote:

Why would they FAQ a rule that has been consistent with all of their other rules and is working as they intended?


That's a risky argument when talking about GW. They're not exactly known for consistency - see Badrukks's gun. Just saying ;-)
   
Made in us
Lieutenant General





Florence, KY

nekooni wrote:
Pakman184 wrote:

Why would they FAQ a rule that has been consistent with all of their other rules and is working as they intended?


That's a risky argument when talking about GW. They're not exactly known for consistency - see Badrukks's gun. Just saying ;-)

Da Rippa is a named weapon on a unique character That means it's almost guaranteed to have different rules than a normal weapon.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in de
Witch Hunter in the Shadows



Aachen

 Ghaz wrote:
nekooni wrote:
Pakman184 wrote:

Why would they FAQ a rule that has been consistent with all of their other rules and is working as they intended?


That's a risky argument when talking about GW. They're not exactly known for consistency - see Badrukks's gun. Just saying ;-)

Da Rippa is a named weapon on a unique character That means it's almost guaranteed to have different rules than a normal weapon.


Still a plasma weapon that should either not get hot or get hot just like others. It basically achieves nothing worthwhile in exchange for confusing people... Because it isn't consistent with other similar weapons.

This message was edited 1 time. Last update was at 2019/01/20 18:24:03


 
   
Made in us
Lieutenant General





Florence, KY

Sorry but the fact that it's a named weapon on a unique character makes it an exception to the rules. Should we just get rid of all of the unique characters because they don't 'follow the rules' like normal characters?

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Insect-Infested Nurgle Chaos Lord






nekooni wrote:
But do they use "unmodified roll of 1"? BS says otherwise, but, well, that's BS.


And that kids, is why Battlescribe's initials also mean something else...

Just checked it, Codex is correct.


Automatically Appended Next Post:
 Ghaz wrote:
Sorry but the fact that it's a named weapon on a unique character makes it an exception to the rules. Should we just get rid of all of the unique characters because they don't 'follow the rules' like normal characters?


All Ork KMB type weapons have "unmodified 1" in their rules. Not just BadRukk's

This message was edited 1 time. Last update was at 2019/01/20 18:46:42



Games Workshop Delenda Est.

Users on ignore- 53.

If you break apart my or anyone else's posts line by line I will not read them. 
   
Made in gb
Norn Queen






Clearly Humanity's Machine Spirits are just scared of the dark .
   
Made in de
Witch Hunter in the Shadows



Aachen

 Ghaz wrote:
Sorry but the fact that it's a named weapon on a unique character makes it an exception to the rules. Should we just get rid of all of the unique characters because they don't 'follow the rules' like normal characters?


When have I ever said anything like that? Way to go overboard mate.

All I'm saying is that at least within a codex there should be basic consistency as to how a type of weapon works. Apparently they do, as was pointed out by someone with the actual codex, which is a relief.
But I'd still prefer for all "Gets Hot" type of things to at least use the same basic rule, either unmodified or modified 1s.

How you got to removing unique characters baffles me,honestly.

Especially when apparently this isn't an issue of a unique weapon, but Ork plasma being more reliable than any other plasma. Because the rules author went with a slightly different wording (which should have been applied to all plasma weapons through errata)


Automatically Appended Next Post:
 Grimtuff wrote:
nekooni wrote:
But do they use "unmodified roll of 1"? BS says otherwise, but, well, that's BS.


And that kids, is why Battlescribe's initials also mean something else...

Just checked it, Codex is correct.


Yeah, I thought it was odd which is why I put that disclaimer there - but since I don't play orks I don't own the codex to check it. Thanks for clearing that up

This message was edited 1 time. Last update was at 2019/01/20 19:07:53


 
   
Made in us
Insect-Infested Nurgle Chaos Lord






nekooni wrote:


Especially when apparently this isn't an issue of a unique weapon, but Ork plasma being more reliable than any other plasma. Because the rules author went with a slightly different wording (which should have been applied to all plasma weapons through errata)


Although I'd prefer there to be some consistency, Orks appear to be the only codex this applies to. Either due to them changing tact, or the fact that Orks have no option to "undercharge" their Plasma as it were, so need a tad more protection to make them worth taking combined with generally rubbish shooting and loads of -1 to hits.

This message was edited 1 time. Last update was at 2019/01/20 19:16:22



Games Workshop Delenda Est.

Users on ignore- 53.

If you break apart my or anyone else's posts line by line I will not read them. 
   
Made in us
Been Around the Block





Related question.

+1 to hit would mean you CANNOT die from plasma then?

40K Armies: Ultramarines, Tau, Ynnari, Orks, and Thousand Sons. 
   
Made in us
Been Around the Block




footfoe wrote:
Related question.

+1 to hit would mean you CANNOT die from plasma then?


That is correct, unless of course you're shooting at something with negative hit modifiers.
   
Made in se
Growlin' Guntrukk Driver with Killacannon





Sweden

Pakman184 wrote:
footfoe wrote:
Related question.

+1 to hit would mean you CANNOT die from plasma then?


That is correct, unless of course you're shooting at something with negative hit modifiers.


Or unless your'e an ork. Their unique plasma rule has its ups and downs. Also it pretty confusing.

Brutal, but kunning!  
   
 
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