Andykp wrote:The ops idea is how they worked back in the good old days of first edition. Two profiles and not able fire on the next turn after overcharging. Worked then should now.
Yeah. Something like this seems better than having the gun blow up in your hands. It reminds me of the old Bladestorm rule that allowed dire avenger units to get an extra shot (for a total of 3) in one shooting phase at the cost of not firing at all in the next. It created interesting choices. Using a similar rule for plasma still feels fluffy (I can picture the gun needing to cool down or recharge or whatever) without the feelbadsies or lolrandumbs of losing a guy to it.
Automatically Appended Next Post: The Deer Hunter wrote:
A new rule could be: after the first natural 1, that plasma weapon can’t be overcharged for the rest of the game. No more models removed or
MW, simply the weapon is damaged
The only thing I don't like about this is that it leads to a moderate amount of unnecessary bookkeeping. I might have multiple plasma guns spread out across 5+ units. Keeping track of which ones are still functional might result in a lot of extra floating tokens.