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Plasma cannon burst radius


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#21 bogi_khaosa

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Posted 08 May 2014 - 01:04 PM

Just add 1d10 to damage and you're good. 3d10+12 Pen 12 on maximal. If the gun overheats, you'd then get 3d10+12 Pen 0 as per rules. But you have almost no reason to not drop the gun (unless flying) so you'll never get it. I might call for an Agility test instead perhaps. I mean... Marines die from such things (see TT), there should be some risk. Most importantly, it gives additional incentive to not shoot on maximal whenever possible.

 

Alex

 

Isn't this another way of saying that Gets Hot would _not_ be brought into line with TT?



#22 ak-73

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Posted 08 May 2014 - 01:55 PM

Isn't that in-line with TT? Except for the Agility test which is kinda necessary because I don't want "Lulz, you rolled a 96 shooting, your PC is dead." Pen 0 is the conversion result of "you get to make an armour save" in TT.

 

Alex


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#23 Kshatriya

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Posted 08 May 2014 - 05:16 PM

You can also Fate-reroll that 96.


Edited by Kshatriya, 08 May 2014 - 05:17 PM.


#24 bogi_khaosa

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Posted 11 May 2014 - 11:15 AM

Isn't that in-line with TT? Except for the Agility test which is kinda necessary because I don't want "Lulz, you rolled a 96 shooting, your PC is dead." Pen 0 is the conversion result of "you get to make an armour save" in TT.

 

Alex

 

Well, in TT the great advantage of plasma (which is better than an autocannon except in terms of range) is balanced by Gets Hot being an actual threat.

 

If it is not an actual threat, plasma simply becomes bolters +1. Better than bolters in every single way, barring special ammo.



#25 ak-73

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Posted 11 May 2014 - 12:15 PM

Well, Plasmaguns are better than Bolters.

 

Also, Plasmaguns in DW need to be fired on maximal to be on par with TT, which happens only every other round. Also, 10 Wound Points in DW equal about 1 Wound in TT. And Plasmaguns are quite ammo restricted.

 

Alex


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#26 Kshatriya

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Posted 11 May 2014 - 05:08 PM

Well, Plasmaguns are better than Bolters.

I really don't think so.



#27 ak-73

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Posted 12 May 2014 - 12:45 AM

I really don't think so.

 

For one, you have to pay more to get one - whether TT or RPG. :D

 

Alex


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#28 Tyrrell

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Posted 12 May 2014 - 03:49 PM

If it is not an actual threat, plasma simply becomes bolters +1. Better than bolters in every single way, barring special ammo.

 

Bolters are better against hordes and they have a lower requisition 

 

 And Plasmaguns are quite ammo restricted.

A plasma cannon has a clip of 16 a heavy bolter has a clip of 60, but firing at full auto (6) the heavy bolter can only get 10 bursts, the plasma can get out 16 (or 8 on maximal).  Bolter drill changes this a bit but the heavy bolter is not at any great advantage, arguably a disadvantage.

 

Backpacks (which I think might apply to both but if someone can find me a different ruling  I'd love to hear it) hold 100 shots for plasma and 250 rounds (41.66 bursts) for the heavy bolter.  If you use a backpack the heavy bolter is significantly more ammo restricted.   


Edited by Tyrrell, 12 May 2014 - 03:50 PM.


#29 ak-73

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Posted 13 May 2014 - 12:25 AM

Hence I was talking about the plasmagun. (HB and PC are quite different anyway.)

 

Seriously, if you had the option in 40K TT to choose to swap ALL boltguns against plasmaguns at no point cost, I'd do it immediately. Everytime.

 

Alex


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#30 Tyrrell

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Posted 13 May 2014 - 02:47 AM

Hence I was talking about the plasmagun. (HB and PC are quite different anyway.)

whoops, sorry.


Edited by Tyrrell, 13 May 2014 - 02:48 AM.





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