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Old 07-19-2008   #1 (permalink)
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Default Plasma guns and 5th

In the previous edition, you could double tap the plasma pistol at close range, but it increased the likelyhood of overheating from 1 in 6 to higher probability.

I've not been able to find this in 5th edition. Has this disappeared or changed?

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Old 07-19-2008   #2 (permalink)
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Default Re: Plasma guns and 5th

Pistols - count as assault one.

no double tapping anymore =X
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Old 07-19-2008   #3 (permalink)
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Default Re: Plasma guns and 5th

Actually I rather like this.

It looks like the Plasma gun, being rapid fire, will provide me with two shots within 12", and I only have to worry about rolling 1's for each shot, much easier than the old system.

I noticed also that as in 4th, that the rules require you to shoot at your max ability also! Ie, you cannot choose to shoot one or two shots when 2 are available for rapid fire and assault 2+


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Last edited by dragonlady; 07-19-2008 at 12:02 PM.
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Old 07-19-2008   #4 (permalink)
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Default Re: Plasma guns and 5th

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Originally Posted by dragonlady View Post
Actually I rather like this.

It looks like the Plasma gun, being rapid fire, will provide me with two shots within 12", and I only have to worry about rolling 1's for each shot, much easier than the old system.

I noticed also that as in 4th, that the rules require you to shoot at your max ability also! Ie, you cannot choose to shoot one or two shots when 2 are available for rapid fire and assault 2+


Yeah I have been looking for something in 5th that says you are required to fire two shots with rapid fire but so far all I have seen is that it only gives you two options when explaining rapid fire. Either 1 shot at max range or two shots at 12". It didn't say "required" but it never says they are any other valid options.

Now that plasma's "get's hot" is only on 1's I don't see any reason not to fire two shots.
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Old 07-19-2008   #5 (permalink)
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Default Re: Plasma guns and 5th

yeah it's nice to see plasma becomming a bit more stable again, but due to the abundance of cover saves in 5th they may be less effective now than ever. typical bloody GW, gives with one hand and takes away with the other
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Old 07-20-2008   #6 (permalink)
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Default Re: Plasma guns and 5th

Yeah you can always choose to not fire certain weapons but I think you do have to shoot them to full effect if you do shoot them.

Stable plasma is nice but I've switched my Vets to carry Meltaguns. AP 1 is just too important for killing vehicles. I also play against a lot of holofields and it is pretty much a necessity.
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Old 07-20-2008   #7 (permalink)
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Default Re: Plasma guns and 5th

My hardened vets squad is comprised of three meltas, a vet sgt with power fist and Honorifica, the rest are split with shotguns and CCW and Laspistol. They have knocked out a Daemon prince and Land raider in one game.
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Old 07-20-2008   #8 (permalink)
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Default Re: Plasma guns and 5th

Plasma cannons are sick my friend did not kill himself to one but when he hit it killed but it only hit on target twice
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Old 07-20-2008   #9 (permalink)
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Default Re: Plasma guns and 5th

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Plasma cannons are sick my friend did not kill himself to one but when he hit it killed but it only hit on target twice
??? say again all after Plasma cannons.
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Old 07-21-2008   #10 (permalink)
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Default Re: Plasma guns and 5th

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Originally Posted by 325504503 View Post
Yeah I have been looking for something in 5th that says you are required to fire two shots with rapid fire but so far all I have seen is that it only gives you two options when explaining rapid fire. Either 1 shot at max range or two shots at 12". It didn't say "required" but it never says they are any other valid options.

Now that plasma's "get's hot" is only on 1's I don't see any reason not to fire two shots.
The book is very clear on this:
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Remember that the player can decide that any model in a firing unit is not going to fire its weapon. However, if a model does fire, it must do so at full effect and cannot reduce its weapon’s firepower (for example, it cannot fire only two shots from its Heavy 3 weapon).Remember that the player can decide that any model in a firing unit is not going to fire its weapon. However, if a model does fire, it must do so at full effect and cannot reduce its weapon’s firepower (for example, it cannot fire only two shots from its Heavy 3 weapon).
Emphasis mine
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Old 07-21-2008   #11 (permalink)
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Default Re: Plasma guns and 5th

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Originally Posted by JoeGuardsman View Post
Yeah you can always choose to not fire certain weapons but I think you do have to shoot them to full effect if you do shoot them.

Stable plasma is nice but I've switched my Vets to carry Meltaguns. AP 1 is just too important for killing vehicles. I also play against a lot of holofields and it is pretty much a necessity.
With AP1 being one of few +s on the Vehicle damage charge, I have to agree with you about Meltas coming back into their own!

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Old 07-21-2008   #12 (permalink)
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Default Re: Plasma guns and 5th

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Originally Posted by dragonlady View Post
With AP1 being one of few +s on the Vehicle damage charge, I have to agree with you about Meltas coming back into their own!

Dragonlady
AH crap, last game I played I totally forgot about the AP 1 modifier!!! I still killed the Land Raider but it took two turns.

Oh and thanks for the clarification on the Rapid Fire!
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Old 07-22-2008   #13 (permalink)
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Default Re: Plasma guns and 5th

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Originally Posted by 325504503 View Post
Yeah I have been looking for something in 5th that says you are required to fire two shots with rapid fire but so far all I have seen is that it only gives you two options when explaining rapid fire. Either 1 shot at max range or two shots at 12". It didn't say "required" but it never says they are any other valid options.

Now that plasma's "get's hot" is only on 1's I don't see any reason not to fire two shots.
in 4th edition rapid fireing with plasma guns ment they got hot on a 2 not a 1 did they change that in 5th
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Old 07-22-2008   #14 (permalink)
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Default Re: Plasma guns and 5th

yes, just on 1's now
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Old 07-28-2008   #15 (permalink)
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Default Re: Plasma guns and 5th

The bad thing about this new plasma rule is that it makes the Tau's 'Health and Safety' fixation less useful. We paid to make our plasma safe, and now it doesn't matter as much while we still bear the cost.
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