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Author Topic: Plasma weapons on max power  (Read 4735 times)

Offline Ant

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Plasma weapons on max power
« on: July 21, 2009, 09:19:49 AM »
There's an interesting topic concerning plasma weapons over at EF. Here's some of the issues raised related to the FAQ.

Pg42. Q: Can I use Rapid Fire with my Plasma Pistol on High Powered?
I think you got the original answer (the bit crossed out) spot on here, so a plasma pistol fired on max power in hth cannot fire again that hth and will waste any remaining hits the pistol would have had. It might also be worth adding that a spent plasma pistol does not count as a close combat weapon for the purposes of gaining the +1 Attack die bonus (it's common sense but I suspect a rules lawyer could argue otherwise).

Jack has also spotted a loop hole when using max power on overwatch:

Quote
As the rules are worded now, you can fire any plasma weapon every opponent's turn on overwatch with no need to recharge. All three state that "It takes the firer's entire following turn for the weapon to recharge once more". This means you could fire on overwatch, then go on overwatch again while the weapon is still recharging. At the end of your turn it's fully recharged and can be fired again during your opponent's next turn.

One for the Errata section?

Offline Madness

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Re: Plasma weapons on max power
« Reply #1 on: July 21, 2009, 11:25:02 AM »
A quick fix would be "you remove the reload counter at the end of your turn" and always adding 2 counters when you fire.
« Last Edit: July 21, 2009, 01:43:01 PM by Madness »

Offline Ravendas

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Re: Plasma weapons on max power
« Reply #2 on: July 21, 2009, 03:50:25 PM »
A quick fix would be "you remove the reload counter at the end of your turn" and always adding 2 counters when you fire.

I'm okay with this.

It would make it so you could either fire every other turn of yours, or overwatch every other turn. Both ways it is every other turn of use (assuming you can overwatch with it while it is recharging).

Using Madness' counter idea:
So, normal firing:
1A: Fire, add 2 counters. End of turn, remove one counter
1B: Charging
2A:Charging, remove one counter at end of turn. Can go into overwatch
2b: Charged, available to fire.

Overwatch fire would go like this:
1A: Go into overwatch
1B: Player A takes his shot, and adds 2 counters
2A: Charging, remove one counter at end of turn
2B: Charging
3A: Charging, remove one counter at end of turn. Can go into overwatch
3B: Charged, available to fire.

You could basically fire every other turn as normal, or every other opponents turn as overwatch. Both mean you skip a turn.

Offline Madness

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Re: Plasma weapons on max power
« Reply #3 on: July 21, 2009, 04:14:38 PM »
It works also if you remove the counter at the beginning, depends on when a cleanup phase is more fitting. The use of counters is supposed to minimize the "memory" issues. A (couple of) marks in pencil on the roster works as well.