Switch Theme:

Why are Tau pulse weapon stats so inconsistent with those of other plasma weapons?  [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 us
Longtime Dakkanaut




It's because they're lower-yield (and much safer) then Imperial plasma tech.
Made in us
Longtime Dakkanaut




 I_am_a_Spoon wrote:

Well the Tau have actual plasma rifles too, and they're basically Imperial plasma guns on steroids (additional Strength, AP and damage than even supercharged plasma, without any risk to the wielder).


Yes, I'm aware of that. Pulse weapons are still plasma though.




Automatically Appended Next Post:

What's funny though is that pulse rifles and carbines used to be Heavy and Assault 1 respectively IIRC. And the lore around pulse rifles certainly depicts them as more stationary, slow-firing weapons than something like a lasgun or bolter.

Pulse Rifles have been rapid fire since they were introduced, you're incorrect about the lore depicting them as more cumbersome than Imperial weapons.

This message was edited 1 time. Last update was at 2022/04/22 08:00:49


 
Made in us
Longtime Dakkanaut




 I_am_a_Spoon wrote:

According to the 40k Wiki:
"Compared to other infantry weapons, the Pulse Rifle trades rate of fire for damage. When compared to a Space Marine Bolter, it fires at a far slower rate but does significantly more damage and possesses a greater effective range. Pulse Rifles also have significant recoil, which requires that the user be stationary to fire most effectively. This, combined with the Pulse Rifle's long range, means that Tau troops are best served by staying more or less stationary. Pulse Rifles still retain most of their effectiveness on the move nonetheless, and can be utterly devastating weapons when used correctly."

Sounds like the epitome of Heavy 1 to me.

(I might be wrong about past Heavy 1 status; that was based on my own memories from yonks ago).


That's because the old Rapid Fire rules required you to stay stationary to fire at full effect. They have more recoil because boltguns are gyrojet rockets and actually have very low recoil compared to the size of the projectile, since it accelerates all the way to the target. Recoil from plasma based weapons occurs because the magnetic field needed to impel the projectile towards its target pushes back on the weapon as well, creating a recoil effect.


Automatically Appended Next Post:
 Irbis wrote:

Which is utter gak nonsense because Tau plasma is supposed to be A) far more primitive than even Imperial version, B) never overcharged because Tau supposedly care about safety of their troops (though this was retconned away given they literally give weapon cells to infantry irradiating and killing them faster than even supposedly callous admech approach to rad weapons of 'disposable' skitarii LOL)


I thought Tau were portrayed as having awesome plasma tech, even with a tech deficit compared to the Imperium's looting of their DAoT precursors.

 Irbis wrote:

They are about as much ""plasma"" weapons as flamers are. Since fire is a plasma, therefore all flamers in the game should have -7 AP by your logic


Yeah there's no reason why different types of plasma weapons wouldn't have different armor penetrating capabilities.

 Irbis wrote:

Eh, real life lasers also tend to fire pulses because continuous beam would melt it. Not to mention it's easier to gather energy for a single strong shot with capacitors and such than it is to output such energy continuously, which would melt battery and wiring, too.


Yup. And that means that something like a multi-laser would look like a flickering beam if there was enough smoke to show it. But because lasers shoot lased light, you wouldn't see it unless there was a lot of moisture in the air (fog basically) or it was shot right into your eye. At the emitter you might see a slight burst of light and energy, and then at the point of impact you'd see the same.

This message was edited 1 time. Last update was at 2022/04/22 18:39:01


 
Made in us
Longtime Dakkanaut




 I_am_a_Spoon wrote:
And bolters (Astartes ones anyway) supposedly have enough recoil to prohibit regular humans from using them. Combine colossal recoil with gyrojet acceleration and you get an idea of the projectile energies involved.


Citation on that? I thought it was just they were big and cumbersome to carry.
Made in us
Longtime Dakkanaut




Lord Zarkov wrote:


In 3rd when Tau were introduced Rapid Fire was only 1 shot at 12” if you moved, it wasn’t until 4th that you got 2 shots at 12” regardless.

So Pulse Rifles were much better stationary as they got 1 shot at 30” or 2 at 12” vs only 1 at 12” if they moved.

Incidentally it’s why GW considered the 12” assault 2 shuricats not that much worse than a bolter (or better than the S3 splinter rifle) - rapid fire got 1 shot at double the range if they stayed still, but shuricats got double the shots if they moved.


Shurikens should go back to range 24" rapid fire tbh.
 
Forum Index » 40K General Discussion
Go to: