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Warhammer 40,000/7th Edition Tactics/Necrons
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====Tesla Weapons==== Where the Gauss is loved for its potential in devastating tough enemies, the Tesla is loved for its ability to lay down lots of hurt. See, the Tesla rule grants a 6 to-hit two additional hits so long as it's not a Snap Shot. This means that a good roll can lead to a squad of Guardsmen being easily eradicated or a mob of Gaunts being chopped in half without thinking. The issue is that all Tesla Weapons are AP-, meaning you trade quality of shooting for quantity. Fun fact: at BS4 (aka almost all Necrons) you average one hit for every shot you fire. Yep, 5 Immortals firing tesla expect to get 5 hits. *Ok, here's how it goes - 6 Immortals will roll 6 dice which on average means 2 misses, 4 hits and 1 of those hits generates 2 additional hits for a total of 6 which averages out to 1 hit per shot originally fired. 5 Immortals makes for less easy numbers - 5 shots equals 1.667 misses, 3.334 hits of which 0.8334 generates additional hits which on average means 1.667 additional hits per 5 shots, so the average number of hits is 3.334 + 1.667 = 5 hits. Sometimes you won't get any exploding shots but the average over a lot of shots is one hit per shot originally fired. 1 in 4 hits will generate 2 extra hit balancing out the 2 in 6 shots that miss. *'''Tesla Carbine''' - A 24" S5 AP- Assault 1 gun. This is the tool of Immortals who like staying still, or assaulting without being in a Decurion. *'''Tesla Cannon''' - A Tesla Carbine with S6 and Heavy 2. *'''Tesla Destructor''' - A Tesla Cannon with S7 and Heavy 4. *'''Tesla Sphere''' - A Tesla Destructor with a bonus shot. That's it.
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