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Master-Crafted Plasma
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Old 27 May 2006, 01:11   #1 (permalink)
Shas'El
 
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Default Master-Crafted Plasma

if you overheat with a master-crafted plasma weapon and rre-roll the overheated shot, do you still have to take armor saves for it? (Unless it overheats again, in which case you do)
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Old 27 May 2006, 01:31   #2 (permalink)
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Default Re: Master-Crafted Plasma

Uh no you don't have to take the save. The way it is read is it allows one shot that missed to be hit, so if your gun didn't hit it missed regardless of the outcome. If I were playing I probably would not force me or my opponent to take the save. Of course you may run into one of those rule lawyers who will say he got a 1 and is vulnerable to the "gets hot" rule. For friendly play I wouldn't bother to take that save it kinda defeats the purpose of being able to fire again if his first shot kills him right?
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Old 27 May 2006, 02:59   #3 (permalink)
Shas'El
 
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Default Re: Master-Crafted Plasma

I wouldn't take the save to represent the fact it is MASTER crafted, and less likely to explode in the owner's face.
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Old 27 May 2006, 03:34   #4 (permalink)
Shas'O
 
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Default Re: Master-Crafted Plasma

Agreed - You could reroll the one and not have to take saves for it. That said, the chance of a Power-Armoured commander actually being wounded by it is only 5.5%.... 2.7% if wearing Artificer Armour.
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Old 27 May 2006, 07:45   #5 (permalink)
Shas'El
 
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Default Re: Master-Crafted Plasma

i think this was actually addressed in a GW FAQ, and the answer is "no, you most definitely DON'T have to take the save...unless you get another one" or something along those lines
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Old 27 May 2006, 08:20   #6 (permalink)
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Default Re: Master-Crafted Plasma

Hooary, now i'm going to mastercraft all my plasma weapons ;D 8)
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Old 27 May 2006, 08:38   #7 (permalink)
Shas'Saal
 
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Default Re: Master-Crafted Plasma

Yep, when you have a PP model it's best to MC it. Plus youre very unlikely to miss.
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Old 27 May 2006, 08:44   #8 (permalink)
Shas'Ui
 
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Default Re: Master-Crafted Plasma

The chances of your plasma weapon exploding is 1 in 6, but it seems to explode every 1 in 2 times
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Old 27 May 2006, 11:59   #9 (permalink)
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Default Re: Master-Crafted Plasma

I never master-craft weapons these days, plasma or otherwise. The way I see it, giving a normal assault sergeant a master-crafted plasma pistol and a power weapon will cost the same as an additional four marines for a tac squad (or a rhino with extra armour and smoke launchers)! I'd much rather flesh out the rest of my army with extra troops than make a few heavily armed bullet-magnet sergeants (and without those extra troops, who's going to soak up those wounds to save your uber-sergeants anyway?).

As for equipping Marine characters in such a manner...I'm on the fence. Whatever weapons you chose for them are probably going to be worth it, but master-crafting? They hit on a 2+ anyway so the usefulness of an ability to re-roll is negligible. I for one don't think reducing a 5.5% chance of self-harm to 0.91% is worth 15 points. Spend it on something you're more likely to make use of I say. Give him melta bombs or a power weapon if he doesn't already have one (I'd stay away from power fists though if I were you; make use of that high initiative).
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Old 27 May 2006, 12:47   #10 (permalink)
Shas'Ui
 
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Default Re: Master-Crafted Plasma

whenever you reroll a die, you always totally ignore the first result and take the second one.
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