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The rules for Gets Hot! in the BRB mention that if you are given a wound due to rolling a 1, the model gets a save as normal. However, almost every Gets Hot! weapon in C: SM is AP2 (vengeance rounds are AP3). That's enough to ignore regular and artificer space marine armour (models with Invulnerable saves don't seem to use much plasma, for some reason).
So, some clarifications:
Does the Gets Hot! wound have the same AP and Strength as the normal weapon profile? (I would assume so)
If the model is in cover, can it take a cover save against the Gets Hot! wound?
I'm glad that the Techmarine's plasma pistol is twin-linked; losing a 90-point unit with just one wound because of a plasma mishap would sting a bit. :p
Last edited by sim_james; February 20th, 2011 at 12:06.
In the 41st millenium there is no such thing as paranoia, the universe realy is out to get you!
Now that I know it's unlikely that my Techmarine will accidentally blow himself up, I just need to protect him from my enemy's AP2 an AP1 weapons!
(What's the difference between AP2 and AP1 anyway? I didn't think it was possible to have a 1+ save...)
Last edited by sim_james; February 20th, 2011 at 12:01.