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Master Crafted Demo Charges


Narthecium

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Hey all,

 

We've got a guy who runs Last Chancers and runs the infamous teleporting sacrificial demo charge guy...several of them matter of fact.

 

He is thinking he can pay points to master craft the demo charges so that he can reroll the scatter dice on them...I'm thinking this can't be done, but I can't find anything in particular on master crafting blast weapons...can anyone help me out in this regards? I dont' have the IG codex or any of that so I can't look up the precise wording.

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In the entry of the Last Chancers, under 'Options', right after it states that each specialist can get 15 points worth of wargear, it states that weapons from the following list cannot be master-crafted. What follows is the list with the heavy weapon options and point costs, followed by the special weapon options.
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This does flag up the question of what does happen with blast weapons...plasma cannons in particular. If i take a wolf guard battle leader or wolf guard any of these can have a master crafted plasma cannon. If I miss, do I:

 

- Re-roll the dice to overheat and then not the scatter

- Re-roll both the overheat and then the scatter

- Only re-reoll the scatter, overheat and you don't get a hance to.

 

That and would you re-roll the distance, the scatter or both?

 

~O

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In previous editions, it was FAQed (or printed in the BRB) that grenades and melta bombs couldn't be master crafted, due to their single use, thow and forget nature.

You don't spend years crafting a weapon to perfection, only to blow it up. The same should apply to the demo charge.

 

As for blast weapons, the reroll is all or nothng.

If you reroll the overheat, you have to reroll the scatter, and vice versa.

Something I read about blasts and rerolls specified that if you had the option to reroll, you'd have to reroll both scatter and the number of inches. The overheat factor is just another die in the same roll, so it should be rerolled as well.

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Hello,

 

It's written in the Imperial Gard Codex that demolition charges cannot be mastercrafted (in Last Chancers entry).

 

As for the Oldenhallers question: I'm interpreting rules on page 31 of BBB so that overhating is separate from twin-linking in the case of blast weapons.

You have to doll a D6 before firing Gets hot! blast weapon to check if it overheats.

Twin-linked weapons allow You to re-roll a to hit roll (and I think that this additional D6 for Gets hot! isn't covered here).

The to hit roll in case of blast weapons is composed of scatter dice and two D6 so You have to re-roll all of them or none.

 

Hope that helps.

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I think the Gets hot! is part of the "to hit" proceedure. It is with any other plasma weapon, so why should this plasma-based weapon be any different?

A master crafted weapon should be better than the normal variety. In this case, better=safer and more accurate, as aooposed to simply more accurate.

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Rulebook page 31:

Get Hot! and re-rolls

If a model has the ability to re-roll its rolls to hit (...) it may re-roll Gets Hot! results of 1 without suffering a wound,

Notice how it does not in any way specifies that this has to be a balistic skill roll of 1, and tis paragraph comes right after blast weapons and Gets Hot! have been descrived.

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