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Made in se
Been Around the Block




Hi!
So Im quite confused by the melta rule.
The RB says: "Ranged weapons with this special rule roll an additional D6 when rolling to penetrate a vehicle´s armour at half range or less."

Now, lets say I fire a Fusion Blaster (Tau) at half range, i.e. within melta range. How should I handle the dice?

1. Roll ToHit as normal. Got that.
2. Penetration roll. I roll two D6 dice, but do I pick the highest one or add them together?
3. Roll on the damage table as normal. Right?


   
Made in nz
Scarred Ultramarine Tyrannic War Veteran




Ankh Morpork

Add them together.
   
Made in us
Second Story Man





Astonished of Heck

 Mr. Shine wrote:
Add them together.

What he said. Melta doesn't tell you to take the highest die for the result. For an example of only using the highest look up the Ordnance and Primary Weapon types.

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Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
Made in de
Nihilistic Necron Lord






Germany

The rules say that a rolled one is a failure, when damage rolling. Does that mean that a one on either of the two dice is a failure ? That would double the chances of rolling a one, which kind of contradicts the ability of a Melta doing more damage at half range.
   
Made in us
Scarred Ultramarine Tyrannic War Veteran




Ankh Morpork

p5freak wrote:
The rules say that a rolled one is a failure, when damage rolling. Does that mean that a one on either of the two dice is a failure ? That would double the chances of rolling a one, which kind of contradicts the ability of a Melta doing more damage at half range.


That is only the case for characteristic tests (and leadership tests for a double 1), which armour penetration is not.

This message was edited 1 time. Last update was at 2017/04/24 05:45:22


 
   
Made in us
Lord Commander in a Plush Chair






 Mr. Shine wrote:
p5freak wrote:
The rules say that a rolled one is a failure, when damage rolling. Does that mean that a one on either of the two dice is a failure ? That would double the chances of rolling a one, which kind of contradicts the ability of a Melta doing more damage at half range.


That is only the case for characteristic tests (and leadership tests for a double 1), which armour penetration is not.


Incorrect.

Characteristic tests always fail on a 6 and pass on a 1. Leadership always passes on double 1s and fails on double 6s.

To-hit for both ranged and melee always fails on a 1(and passes on a 6). To wound and armor saves always fail on a 1.

Armour Penetration can auto-penetrate without need for a roll(tau railgun vs Ork Trukk for example); it is a simple S+d6(sometimes more than 1) vs AV.

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in us
Krazed Killa Kan





Denver, Colorado

p5freak wrote:
The rules say that a rolled one is a failure, when damage rolling. Does that mean that a one on either of the two dice is a failure ? That would double the chances of rolling a one, which kind of contradicts the ability of a Melta doing more damage at half range.


Not quite - melta (and armor penetrating results in general) add the D6 to the strength of your weapon, regardless of what the D6 is.

So, a lascannon (str 9) shooting at a AV10 trukk will still glance on a 1. (9 + 1 = 10). This is because damaging vehicles is different than damaging infantry, as a to wound of 1 always fails. not so with armor penetrating.

Similarly, a melta gun (str 8) at half range shooting at an AV10 trukk will still glance even on double 1s. (8 + 1 + 1 = 10).

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Scarred Ultramarine Tyrannic War Veteran




Ankh Morpork

 Kommissar Kel wrote:
Incorrect.

Characteristic tests always fail on a 6 and pass on a 1. Leadership always passes on double 1s and fails on double 6s.


Ah yes, that's probably fairly clearly what I meant...

Armour Penetration can auto-penetrate without need for a roll(tau railgun vs Ork Trukk for example); it is a simple S+d6(sometimes more than 1) vs AV.


Phrased in your own brusque manner, incorrect; you are required to roll armour penetration. There is no rule generally allowing you to skip the armour penetration roll if the attack's strength is equal to or greater than the target's armour value.

This message was edited 1 time. Last update was at 2017/04/24 14:52:07


 
   
Made in us
Lord Commander in a Plush Chair






I did not say that there is a rule not to bother rolling the dice; I said you do not need to. Just like you should not need a rule to tell you that a forgone mathematical conclusion will provide a given result no matter what you roll on the dice. S10 vs AV10 will always be a penetrating hit; you can still roll, but what is the point: you penetrate.

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in nz
Scarred Ultramarine Tyrannic War Veteran




Ankh Morpork

You should ease up on that brusqueness, bruh.
   
Made in us
Fixture of Dakka






San Jose, CA

For some reason, I'm still surprised when people can turn a simple ask-answer question into a pissing match....

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