Elios Harg Posted June 18, 2017 Share Posted June 18, 2017 This is in light of the new designer's commentary: https://17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/06/Warhammer_40000_Designers_Commentary-ENG.pdf "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 seems anything with a +1 to hit is a good combination with plasma as you can super charge with impunity. Thus, a Rhino Primaris following a unit of 10 Ravenwing Black Knights seems like a pretty potent combination (especially with Sammael also near). This allows the Black Knights to fire 20 super charged plasma shots while hitting on 2s, with re-rolls, and they can never get hot. That is a lot of potential damage from the unit. Against a Land Raider, (T8, W16, 2+) that would strip off 13 wounds on average. Super charging after advancing is still unwise as it makes it possible for you to roll a 2 on the first roll that turns into a 1 on the second roll. Granted this combination is extremely expensive; coming in at around 850 points. It is still a good combo at lesser numbers, the max unit just allows for maximum potential since the +1 to hit is for a nearby unit. On the opposite end of the spectrum, dark shrouds, aversion, and moving penalties combine to make super charging pure suicide. For example, a -2 to hit would make anything 3 or less explode. Link to comment Share on other sites More sharing options...
Kasper_Hawser Posted June 19, 2017 Share Posted June 19, 2017 I believe that a reroll of 1 is always a fail, which is covered in Shooting Phase clearly. Even with something else providing +1 to shooting, it still won't help if you roll a 1 on the final result after rerolls. I think this rule is good so that no one can be completely invulnerable to the plasma Gets Hot, regardless of your modifiers. I could be wrong but that's how I'm going to apply to my games. Link to comment Share on other sites More sharing options...
Elios Harg Posted June 19, 2017 Author Share Posted June 19, 2017 A one always fails to hit, but the FAQ specifically states that you determine gets hot after re-rolls and modifiers. That's how it is. If you have a +1 to hit and roll a 1, you miss even if your BS is 2+, but you do not get hot. cielaq 1 Back to top Link to comment Share on other sites More sharing options...
Solrac Posted June 19, 2017 Share Posted June 19, 2017 People are getting confused what is meant by all of this. Yes modifiers are applied after re-rolls. But all modifiers modify your dice roll (the results of the die) not your stat. So with +1 hit all your 1s are actually 2s which is what is meant by you can supercharge to your heart's content and not die. Granted it works the opposite way with a negative modifier so you will get hot on a 1 and a 2 as you can never get lower than 1 your 1s stay 1s and 2s go to 1. The same goes for other abilities e.g snipers. You will actually cause mortals wounds on 5s and 6s because with a +1 modifier yours 6s become 7s and 5s become 6s. Its a little confusing at first but once you realise how modifiers work it all makes sense. Just a different way of playing we have to get used to. Link to comment Share on other sites More sharing options...
dtse Posted June 19, 2017 Share Posted June 19, 2017 Yea. It's easy once you stop thinking about your ballistic skill. Just do math on what you actually rolled. Solrac 1 Back to top Link to comment Share on other sites More sharing options...
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