banner



Games Workshop Designers Commentary Plasma Weapons

Author Message

Subject: Advert

[Up]

Advert
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.

[Post New]  2017/12/13 03:24:56

Subject: Overcharge Plasma and modifiers

[Up]

TheunlikelyGamer

Made in us
Stealthy Space Wolves Scout

Florida


So I thought I knew the answer but was since told I am wrong. Can a model still be slain if they roll a 1 to hit for overcharged plasma weapon and they have a +1 modifier? Example: Lukas the trickster gives blood claws +1 to hit rolls. So if my bloodclaw rolls a 1 is he still slain?

[Post New]  2017/12/13 03:37:19

Subject: Overcharge Plasma and modifiers

[Up]

Jacksmiles

Made in us
Automated Rubric Marine of Tzeentch

It's still a miss because it's a 1 on the dice. The +1 brings the number to a 2 after modifiers and it does not explode. Modifiers do in fact affect plasma explosions.

[Post New]  2017/12/13 03:40:54

Subject: Overcharge Plasma and modifiers

[Up]

TheunlikelyGamer

Made in us
Stealthy Space Wolves Scout

Florida


So for clarification then my unit cannot kill itself with overcharge?

[Post New]  2017/12/13 03:41:44

Subject: Re:Overcharge Plasma and modifiers

[Up]

Ghaz

Made in us
Lieutenant General

Florence, KY


From the Designers Commentary:

Q: When making a hit roll with a supercharged plasma weapon, do you determine whether a '1' was rolled before or after applying re-rolls and modifiers?

A: You apply all re-rolls and modifiers first.

For example, if, after re-rolls and modifiers, the final result is then a 1 (or counts as a 1, as explained above), then the supercharged plasma weapon injures or kills the firer.


'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim

[Post New]  2017/12/13 04:48:25

Subject: Overcharge Plasma and modifiers

[Up]

Uriels_Flame

Made in us
Executing Exarch

Galveston County


TheunlikelyGamer wrote:
So for clarification then my unit cannot kill itself with overcharge?

This seems to be the case.

However there are plenty of ways other armies can affect you to hit rolls (like shooting at Alaitoc Craftworld outside of 12" and most scout cloaks).

Or moving and firing heavy plasma guns.

This message was edited 1 time. Last update was at 2017/12/13 04:49:34


No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III

[Post New]  2017/12/13 06:51:27

Subject: Overcharge Plasma and modifiers

[Up]

Hanskrampf

Made in de
Experienced Maneater

Uriels_Flame wrote:

TheunlikelyGamer wrote:
So for clarification then my unit cannot kill itself with overcharge?

This seems to be the case.

However there are plenty of ways other armies can affect you to hit rolls (like shooting at Alaitoc Craftworld outside of 12" and most scout cloaks).

Or moving and firing heavy plasma guns.

Soooo... if I shoot at Raven Guard with -1 To Hit, a 1 no longer kills my plasma, but a 2 does?

This message was edited 1 time. Last update was at 2017/12/13 06:51:32


[Post New]  2017/12/13 07:16:52

Subject: Overcharge Plasma and modifiers

[Up]

THE_GODLYNESS

Made in us
Enginseer with a Wrench

If you had no other modifiers yes.

Shooting at an elder flyer with altioc would kill you on a 3

Moving and shooting a hvy plasma cannon at said Elder flyer would kill you on a 4

Moving with a hvy plasma cannon at night shooting at said. Elder flyer (-4) means you won't hit and die on 5 or less.


3000
3000
2500

on the other hand Nobz they decided it was in the best interest of ork society that they "Go Green" as such they specifically modified their warbikes to not make giant smoke, dust, grit, clouds. Instead they are all about driving with clean air, one might say their bikes Gak out rainbows.

[Post New]  2017/12/13 07:22:51

Subject: Overcharge Plasma and modifiers

[Up]

Hanskrampf

Made in de
Experienced Maneater

THE_GODLYNESS wrote:
Elder flyer (-4) means you won't hit and die on 5 or less.

Why would I die on 5 or less? On 5? Yeah, sure, I get it. BUt would I die when rolling a 4 and then applying a -4 modifier? Plasma overcharge says bearer is slain on a roll of 1.


[Post New]  2017/12/13 07:26:27

Subject: Overcharge Plasma and modifiers

[Up]

Chrysis

Made in jp
Longtime Dakkanaut

Aizuwakamatsu, Fukushima, Japan


One is the minimum. Modifiers can't reduce it below 1, even though they can increase things above 6.

[Post New]  2017/12/13 07:37:48

Subject: Overcharge Plasma and modifiers

[Up]

Hanskrampf

Made in de
Experienced Maneater

Chrysis wrote:
One is the minimum. Modifiers can't reduce it below 1, even though they can increase things above 6.

Where is this stated?


[Post New]  2017/12/13 07:47:00

Subject: Overcharge Plasma and modifiers

[Up]

JohnnyHell

Made in gb
Grim Dark Angels Interrogator-Chaplain

Cardiff


Hanskrampf wrote:

Chrysis wrote:
One is the minimum. Modifiers can't reduce it below 1, even though they can increase things above 6.

Where is this stated?

1 is a fail - Shooting rules, Hit Roll
Can go above 6 - statlines and hit rolls needing a 6+


Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"

[Post New]  2017/12/13 07:57:05

Subject: Overcharge Plasma and modifiers

[Up]

Hanskrampf

Made in de
Experienced Maneater

JohnnyHell wrote:

Hanskrampf wrote:

Chrysis wrote:
One is the minimum. Modifiers can't reduce it below 1, even though they can increase things above 6.

Where is this stated?

1 is a fail - Shooting rules, Hit Roll

Before modifiers are applied, so this doesn't matter right now.

Can go above 6 - statlines and hit rolls needing a 6+

Still not a confirmation that stats can't be decreased below 1.

This message was edited 1 time. Last update was at 2017/12/13 07:58:14


[Post New]  2017/12/13 08:04:01

Subject: Re:Overcharge Plasma and modifiers

[Up]

p5freak

Made in de
Prescient Cryptek of Eternity

Germany


Read the designers commentary.

[Post New]  2017/12/13 08:05:31

Subject: Overcharge Plasma and modifiers

[Up]

HMint

Made in de
Scuttling Genestealer

I would also love to know this.

Plasma weapons explode on exactly a 1, not on a failed hit and not on a '1 or less'.

So we do need a bit of rule text that says modifiers can not bring a dice roll below 1.

On a sidenote:
This means that if 3+ to hit plasma guns overcharge on a -2 to hit target, they die on a 3 and do not get to reroll, as it is a natural hit, correct?

[Post New]  2017/12/13 08:05:46

Subject: Overcharge Plasma and modifiers

[Up]

JohnnyHell

Made in gb
Grim Dark Angels Interrogator-Chaplain

Cardiff


Hanskrampf wrote:

JohnnyHell wrote:

Hanskrampf wrote:

Chrysis wrote:
One is the minimum. Modifiers can't reduce it below 1, even though they can increase things above 6.

Where is this stated?

1 is a fail - Shooting rules, Hit Roll

Before modifiers are applied, so this doesn't matter right now.

Can go above 6 - statlines and hit rolls needing a 6+

Still not a confirmation that stats can't be decreased below 1.

Stats is not the same as hit rolls. That's elsewhere in the Core Rules, under Modifiers. It's a very short document, recommend being super familiar with it!

And no, 1 is always a fail. Nothing can be modified below 1, and the 'hit roll' is not finalised until you've applied modifiers. So if the result is a 1, after modifiers, it's a 1. If it's zero or less, counts as 1. All in the rules, dude.

This message was edited 1 time. Last update was at 2017/12/13 08:06:30


Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"

[Post New]  2017/12/13 08:07:25

Subject: Re:Overcharge Plasma and modifiers

[Up]

Hanskrampf

Made in de
Experienced Maneater

p5freak wrote:
Read the designers commentary.

Edit: okay, disregard. I found it.

https://whc-cdn.games-workshop.com/wp-content/uploads/2017/07/Warhammer_40000_Designers_Commentary.pdf

Q: Can a dice roll ever be modified to less than 1?
A: No. If, after all modifiers have been applied, a dice
roll would be less than 1, count that result as a 1

This message was edited 3 times. Last update was at 2017/12/13 08:14:03


[Post New]  2017/12/13 08:17:56

Subject: Overcharge Plasma and modifiers

[Up]

p5freak

Made in de
Prescient Cryptek of Eternity

Germany


HMint wrote:

On a sidenote:
This means that if 3+ to hit plasma guns overcharge on a -2 to hit target, they die on a 3 and do not get to reroll, as it is a natural hit, correct?

Yes. They die on a roll of 1, 2 and 3 because a dice can never be modified below 1. See designers commentary.

[Post New]  2017/12/13 15:20:19

Subject: Overcharge Plasma and modifiers

[Up]

Infantryman

Made in us
Pyromaniac Hellhound Pilot

Maryland, USA


Wow that's...janky.

This message was edited 1 time. Last update was at 2017/12/13 15:20:43


Codex: Soyuzki - A fluffy guidebook to my Astra Militarum subfaction. Now version 0.6!
Another way would be to simply slide the landraider sideways like a big slowed hovercraft full of eels. -pismakron
Sometimes a little murder is necessary in this hobby. -necrontyrOG

Out-of-the-loop from November 2010 - November 2017 so please excuse my ignorance!

[Post New]  2017/12/13 15:27:04

Subject: Overcharge Plasma and modifiers

[Up]

BaconCatBug

Made in gb
Norn Queen

Infantryman wrote:
Wow that's...janky.

They could have just as easily said it overheats or "1 or less" and miss on "1 or less". Either way is the same.

[Post New]  2017/12/13 16:58:55

Subject: Overcharge Plasma and modifiers

[Up]

Infantryman

Made in us
Pyromaniac Hellhound Pilot

Maryland, USA


Well, more for the possibility to overheat on 2's and 3's than the whole 1 is a floor thing.


Codex: Soyuzki - A fluffy guidebook to my Astra Militarum subfaction. Now version 0.6!
Another way would be to simply slide the landraider sideways like a big slowed hovercraft full of eels. -pismakron
Sometimes a little murder is necessary in this hobby. -necrontyrOG

Out-of-the-loop from November 2010 - November 2017 so please excuse my ignorance!

[Post New]  2017/12/14 17:58:56

Subject: Overcharge Plasma and modifiers

[Up]

Wagguy80

Made in us
Dakka Veteran

Well you have the option of not over charging and not killing yourself on a 1. So if you don't like the odds don't overcharge your plasma.

Don't know why this keeps coming up and people having fits about it. New plasma is better when you overcharge it. Downside negative to hit modifiers will bite you, upside it's now an option to risk it or not.

So it all balances out.

Games Workshop Designers Commentary Plasma Weapons

Source: https://www.dakkadakka.com/dakkaforum/posts/list/746552.page

Posted by: kaplanfourpece.blogspot.com

0 Response to "Games Workshop Designers Commentary Plasma Weapons"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel