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![[Post New]](/s/i/i.gif) 2014/03/07 17:55:22
Subject: D Str Wound Allocation
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Longtime Dakkanaut
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I am not confused.
You place the blast marker, you see how many models are hit in a unit.
the normal sequence of shooting attack ends at this point.
You roll on the Destroyer table instead of rolling to wound or for armor penetration. If the attack hits a model you apply the result on destroyer table to that model.
The destroyer table tells you specifically what to do to the models hit. As the entries in the destroyer effect specify the results you apply to a model, you apply that result to that model.
You do not generate wounds as per a normal shooting attack, and do not generate a wound pool. The only way to generate a round pool is through rolling to wound as per the BRB in the shooting or assault section, that step never happens as D weapons have no strength value, and the rules for them tell you to NOT roll to wound.
And no where do you have permission to generate a wound pool, or apply the excess wounds to another model that was not hit by the D weapon.
Also blast weapons cannot have strength D, there is no such thing as strength D. They have a D -instead- of a strength value meaning they are a destroyer weapon. They apply an effect "Destroyer" to models hit, often this results in the specific model being hit to suffer some number of wounds.
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This message was edited 3 times. Last update was at 2014/03/07 18:05:28
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![[Post New]](/s/i/i.gif) 2014/03/07 18:13:21
Subject: D Str Wound Allocation
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Ultramarine Chaplain with Hate to Spare
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But no models are hit so you're saying D weapons do nothing RaW like I've asserted all along. Automatically Appended Next Post: If you think models are hit what rules are you using to determine which models are hit?
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This message was edited 1 time. Last update was at 2014/03/07 18:15:58
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![[Post New]](/s/i/i.gif) 2014/03/07 18:58:54
Subject: D Str Wound Allocation
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Quick-fingered Warlord Moderatus
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Ok this discussion got more complicated than I thought it would be lol
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![[Post New]](/s/i/i.gif) 2014/03/07 20:12:00
Subject: D Str Wound Allocation
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Longtime Dakkanaut
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FlingitNow wrote:But no models are hit so you're saying D weapons do nothing RaW like I've asserted all along.
Automatically Appended Next Post:
If you think models are hit what rules are you using to determine which models are hit?
Models under the blaster marker are the hit models.
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![[Post New]](/s/i/i.gif) 2014/03/07 20:17:01
Subject: D Str Wound Allocation
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Nasty Nob on Warbike with Klaw
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blaktoof wrote: FlingitNow wrote:But no models are hit so you're saying D weapons do nothing RaW like I've asserted all along.
Automatically Appended Next Post:
If you think models are hit what rules are you using to determine which models are hit?
Models under the blaster marker are the hit models.
Unit's are hit, not models.
The point he's making is there are no rules to allocate hits scored against the unit onto the models.
There are rules for allocating wounds, but not hits.
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![[Post New]](/s/i/i.gif) 2014/03/07 21:00:51
Subject: D Str Wound Allocation
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Longtime Dakkanaut
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so when you place a blast marker over a unit it doesn't hit models underneath?
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![[Post New]](/s/i/i.gif) 2014/03/07 21:04:42
Subject: D Str Wound Allocation
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Nasty Nob on Warbike with Klaw
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blaktoof wrote:so when you place a blast marker over a unit it doesn't hit models underneath?
No it doesn't.
It causes a number of hits to the unit equal to the number of models under the blast.
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![[Post New]](/s/i/i.gif) 2014/03/07 21:05:38
Subject: D Str Wound Allocation
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The Hive Mind
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blaktoof wrote:so when you place a blast marker over a unit it doesn't hit models underneath?
No, it doesn't.
p33 wrote:the unit suffers one hit for
each model with its base fully or partially
beneath the blast marker (see diagram).
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2014/03/07 21:34:28
Subject: D Str Wound Allocation
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Ultramarine Chaplain with Hate to Spare
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Looks like Rigeld has beat me to it. Blast weapons don't snipe what's under the template you simply count the models underneath and hit the unit that many times. Hence why RaW D weapons don't work.
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![[Post New]](/s/i/i.gif) 2014/03/09 17:42:53
Subject: D Str Wound Allocation
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Longtime Dakkanaut
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So by RAW shattershard, implosion missiles do not work.
I am sure there are probably some other weapons/psychic powers that generate effects on models hit, but do not generate wound pools.
Regardless of it RAW not working its a weapon that is intended to work and have a function. The rules for it working may not be written out completely but the only way to resolve the effects of the weapon without breaking a RAW is to treat models as under the template as the models hit.
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![[Post New]](/s/i/i.gif) 2014/03/09 17:46:48
Subject: D Str Wound Allocation
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Nasty Nob on Warbike with Klaw
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blaktoof wrote:The rules for it working may not be written out completely but the only way to resolve the effects of the weapon without breaking a RAW is to treat models as under the template as the models hit.
I'd suggest allocating the hits as you would wounds from any other blast weapon ie: closest to the the firing model.
Seems a bit far to allocate hits from under the blast marker without a rule like Barrage.
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![[Post New]](/s/i/i.gif) 2014/03/09 18:41:54
Subject: D Str Wound Allocation
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Ultramarine Chaplain with Hate to Spare
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I'm with grendel on HYWPI but barrage sniping with any D Weapon could have been the intention.
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