I mean, Gauss demolecularizes whatever it hits, essentially stripping away armour and flesh layer by layer. Fluffwise, even if that just hits your pinkie, that finger is just gone. Just gone.
Unlike, y'know, hitting a finger with a hundred-calibre bolt round? At least (see the Caine example) losing an extremety to gauss fire is fairly surgical and doesn't turn the limb to ragged meat with blunt force trauma.
Plasma weapons are Volatile (autoconfirming Righteous Fury). If anything, it's the reverse of Proven - since weapons which rely for a big part of their damage on Righteous Fury have a much wider damage range. Also, the Gauss rule already effectviely includes Volatile.
Now here are the things i am considering adding:
- Gauss weapons do 1 damage to cover even if the damage rolled was not high enough to normally damage it
- If the damage was high enough to damage th cover, it does 1d10 damage to it.
The first one seems fine, and perfectly characterful. Attritional damage building up quickly is very gauss.
1D10 damage to cover, on the other hand, seems really harsh. Yes, the gauss flayer weapon is powerful but it's raw damage capability is about the same as a bolter's mass-reactive round. It shouldn't be able to erase entire aegis line barricade sections in a single hit.
Reducing a player's armour? Maybe. It certainly makes sense; as the way a gauss weapon works it logically must 'abrade' a neat hole in armour before starting on the meat beneath it; unlike an armour-piercing bolt round or las-blast, you'd never see a more-or-less intact suit of armour with a burnt/shreddded corpse inside it.
Obviously only drop the armour on the specific location that was hit, though, and only if damage reached the marine underneath, or that'll get really stupid really fast. I doubt the players would appreciate seeing their blessed, unique, relic armour vapourised in the first turn of combat!
Edited by Magnus Grendel, 08 October 2013 - 02:18 AM.