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Should your household can be going through challenging monetary times, you'll, obviously, need to get the most effective bargain. I don't think reaper is broken but you could literally pick any other skill to target and it'd make more sense lol. Reaper's Onslaught is a no go in serious PvP. The Life Force and healing loss seems low on paper but turns out to be huge in reality. Every semi competent player will outsustain you. That's it.
Nothing to freak out about. Yes reaper applies vuln regularly, but in order to get enough crit out of Decimate Defenses to make Valk work you have to be maintaining at least 20 stacks, which is not going to happen in any realistic fight. Surge of the Mists does Sure, in a vacuum, if you actually manage to eat all 9 hits, it'll hit harder.
But taking into account meta builds and the bonuses the reaper vs. Anyway, I'm not here to argue. Simply stating that Surge of the Mists, after its nerfs from being a truly OP skill, is far from what any player should be complaining about. Azure The Heartless. Care to prove it?? And yes all of reaper and necro skills are aoe. It's the epitome of what's wrong with passive traits and it didn't even get touched as far as I remember by the passive trait balance pass.
I keep hoping it'll get gutted or preferably reworked every balance patch, but here we are, damage crit sigils and all other passive traits nerfed in some way, with this passive big for a passive damage hit that removes boons. Yeah sure, Reaper damage is high I guess, but so is every other thing worth using in the game since PoF dropped. At least the game is more active now.
So can we please get rid of this and all the other passive proc kitten once and for all? Every class has unblockable utility skills. Signet of might and unstobable union also say hi. The patch also didn't change the opportunity cost of taking ncsy over much much better utility picks.
Grats coolguy. I believe you're the 1st in the nerfanecro thread creations. I'm skeptical of your reasoning in regards to getting your request across the line. Good luck and if possible visit the mesmer forums and try your trade over yonder.
Anyway Top work. The proof would be your own comments. Everything about mesmer bursts is AoE. You couldn't be more wrong about this if you tried. Want to be taken seriously? Learn how the game works, cry about balance after. It still makes all their skills unblockable. Compare mirage aoe to reapers, lets see which one downs 3 targets faster. Exactly, reapers aoe is far more deadly than mirages. I dont care if people necro mains basically lul dont take me seriously, my point still stands.
Like literally no skills do both, and we have no evade frames on anything. Not to mention rev has unrelenting assault which is another attack that you can use without any fear of anyone knocking out of or interupting you just run away or block or dodge. August 29, edited August 30, in PVP. August 29, God no. Nerf warriors first in wvw and pvp. I see undead one shotting warriors everywhere.
August 29, edited August 29, Why would you use marauder? August 29, edited August 30, Is OP for reals? Can't tell Ah PvP forum with their day one nerf cry as usual. He is definitely trolling. Toll Booth Willie. Asura Necro "Be excellent to each other. Fat Disgrace. I swear Forum ppl It's pretty funny how a patch designed for PvE necros has people freaking out in PvP. Why talking about anything else while Mesmers are still "god-ing" around?
You can still kite them. The "Balance" is a fantasy -- another mortal superstition. August 30, I don't really want to participate in the thread because hyperbole, but here's my only issue: Can we please get rid of Chill of Death? August 30, edited August 30, Reaper has alot more counterplay than Mesmer builds. It is fine. You will be signed out in 60 seconds due to inactivity.
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The advised bank of points has never been in any danger. Any service which can show a fair profit at Betfair SP is always of interest to me. And for those with unconstrained bookie accounts, you would have made some very good money with this service, especially if you got on early at the advised prices. Longest losing run: 20 35 points.
Strike rate: win; Points staked: The early advised prices yielded double that. So, were the results skewed by the big winner of the Cambridgeshire? Well, yes and no. Without that win, Betfair win only would have been a losing bet, and I would advise against going down that road. By the way, Betting Gods do not record results from Betfair for this service, this is just my own reference as I know there are many Cash Master subscribers who, like me, do not use bookies. A Gauss Flayer with two barrels that is differentiated from the Gauss Blaster by having the barrels be much shorter.
The tradeoff is that it sacrifices range for increased hitting power. Introduced in 9th as a alternative weapon for Necron Warriors, it possesses an extra pip of strength and AP in exchange for being Assault 2 with a range of 12" i. This makes it a better fit for deep striking groups of warriors intending to get dropped in the backside of the enemy to roast them with green fire.
For your mainline warrior blobs, it's more of a debate as getting all of them in range from the middle of the field is a greater hassle, and significantly weaker fire is better than no fire. Thankfully, you can mix and match within the unit. Until you consider the fact it has no cool axe head or proper beefy bayonet, which makes it objectively worse. At least it has 2 prongs. The Gauss Blaster is the standard weapon of Necron Immortals ; Gauss Blasters fire more powerful beams than Gauss Flayers, and are extremely potent against infantry and light vehicles alike.
Necron Pariahs also make use of a form of in-built Gauss Blaster integrated into their Warscythes. Unfortunately, Pariahs no longer exists thanks to this loser, so the days of Warscythes-Gauss Blaster combo is a thing of long lost past. It is basically a Gauss Flayer with slightly improved strength and armor-piercing capability FOUR microdimensions, for when you need several universes to simultaneously hate the same thing.
A unit of Tomb Blades can also choose to take twin-linked pairs of them to specialize in vehicle-hunting. Though it's only as strong and long-ranged as a Gauss Blaster, it is overall a larger version of the Gauss Blaster and has four barrels, providing it with an even higher rate of fire and because of its mounting on a heavier base, it has greater power over a greater distance.
Also due to its mount it is able to be fired and redeployed very quickly. It has more shots and will tear through all but the toughest armor suits. A new weapon found in the Lokhust Heavy Destroyer. It is a 36" Heavy 1 weapon that is S10 and AP This stats allow it to breach any hull of any vehicle, up to and including, superheavies. It deals 3D3 damage, so have fun throwing - on average - wounds per shot. They only get one shot, but it's as powerful as a lascannon.
These Gauss Weapons have been known to hurt monstrous creatures that similar weapons have no hope of even scratching, and have also been documented tearing at the armour of even the most heavily armored of tanks and starship hulls with ease. The Imperium of Man is confounded by the nature of the energy used by these weapons, not only because the basic weaponry of the Necrons can cause great harm to even the most advanced vehicles deployed by the armed forces of the Imperium, but also because by all the physical principles known, these weapons should overheat and malfunction as a result of the tremendous energies they unleash, destroying the warrior who is firing them.
It is a larger version of the Gauss Cannon, although it only has one barrel and so a slow rate of fire. Though it has the greatest power and range, its reduced rate of fire makes it less effective against vast armies, but more effective against certain heavily armored targets, such as Land Raiders. So when people meant that the Necrons can blow up your Land Raider with their most simple weapons, this is the gun they usually specify. The Gauss Flux Arc is basically like the Gauss Flayer , but firing more shots at a time by simply opening one enormous microdimension.
Monoliths mount one at each corner, Ghost Arks mount one at each side, and they are capable of choosing their targets independently. Gauss Flux Arcs come in the form of four automated turret projectors positioned around the vehicles hull. Gauss Flux Arcs consist of linked batteries of three Gauss Flayers, which each feature a single barrel that leads to a transparent conduit containing the unholy and unknown viridian energy the weapon fires, and an axe-like bayonet underneath the muzzle even though the weapon is connected to a platform that would make the use of the bayonet pointless in the first place.
Similar in power to a Heavy Gauss Cannon, a Gauss Exterminator possess a higher rate of fire and is able to engage targets at extreme ranges. Gauss Exterminators are also capable of using their sophisticated targeting systems to accurately track and fire upon aircraft at incomprehensibly long ranges. Exterminators are far larger than the more common Gauss Flayers, Gauss Blasters and Gauss Cannons, and feature a single elongated barrel containing the unholy and unknown viridian energy the weapon fires.
In 9th Ed, Gauss Exterminators are good for flyers and ground support with two S12 shots. A Gauss Annihilator is one of the largest known forms of Gauss weapons, with the only Gauss weapon similar in size to it being the Gauss Obliterator.
Gauss Annihilators are only ever found mounted on devastating Necron Gauss Pylons. Like the smaller Sentry Pylon , the shape of the both the weapon and machine itself is quite identifiable. A Gauss Annihilator consists of a single focusing crystal which leads to transparent tubes containing the unholy and unknown viridian energy the weapon fires. This is combined with several focusing arrays and a pair of particle emitters mounted on the Pylon's crescent shape to further empower the Gauss Annihilator beams.
Gauss Annihilators are supremely powerful weapons, capable of a relatively fast rate of fire that can penetrate even Titan armor with ease; let alone vaporize smaller tanks. With good reason, too: in fluff these things are ground-to-orbital weapons with enough hurt to cripple cruisers in a single hit. Gauss Annihilators can also be fired as a flux arc similar to the Gauss Flux Arcs mounted on a Monolith. However, a Pylon's version is stronger and can even destroy Space Marines with comparable ease in a larger radius; as Gauss beams lance out all around it.
A Gauss Obliterator is one of the largest known Gauss weapons, with the only Gauss weapon similar in size to it being the Gauss Annihilator. Gauss Obliterators are only found mounted on the Doomsday Monolith variant, where the weapon itself consists of a large focusing crystal leading to transparent conduits containing the unholy and unknown viridian energy the weapon fires. Doomsday Monoliths can focus their awesome destructive energies into devastating beams which can be fired from its Gauss Obliterator; the beams themselves are capable of outright destroying infantry and vehicles alike.
However, a Doomsday Monolith is inevitably accompanied by several lesser constructions, whose eldritch power it can siphon towards its own cataclysmic ends. This additional energy is drained from the power matricies of other Monoliths, and is discharged from the Gauss Obliterator in the form of additional blasts. This increases the weapon's rate of fire and all but ensures the doom of the enemy. Unfortunately, despite receiving a model, the Gauss Obliterator along with the Doomsday Monolith have not received any rules.
Nevertheless, one could estimate that thing monstrosity would be the equivalent of a Volcano Cannon. Eldar in general do not make wide use of magnetic weaponry. Their Shuriken and Shard weaponry function similarly to magnetic weapons, but rather than using an electro-motive force they use miniaturized grav-generators similar to what keeps skimmer vehicles airborne at least according to the 2nd Edition fluff on shuriken weapons which we have no reason to believe has changed.
Essentially, they make gravity inside the barrel point to the end of the barrel as "down" as though they were on a particularly heavy gravity well, and the rounds "fall" out through the end of the barrel with an intense acceleration, keeping their momentum once they align back with the normal gravity outside the gun. Strangely enough, heavy bolters use coilgun tech to further accelerate its bolts, so they can use much lighter ammo with less gunpowder as real life gyrojets have shown, more "kick" is needed to make it viable at ranges below a dozen or more meters.
Macro Cannons, the Imperium's go-to for ship-to-ship broadsides each utilize a massive coil gun in the outer muzzle shroud to accelerate their shells even further. If not they are gravity accelerated like Eldar Shuriken Catapults. Since all but the Astraeus are relics that even the most adept Techmarines and Tech Priests are too paranoid to mess with. Modifying these weapons for other platforms or using them like Havocs armed with Autocannons are unlikely. With Cawl being the sole possible exception.
For the record the Galvanic Weapons used by the Skitarii and Secutarii are not coil-guns despite the fact that the term implies it uses electric currents. The chemical reactions would mean that they are Electrothermal-chemical weapons. Possibly the only known handheld Imperial rail gun.
The Magnarail Lance is an odd-looking railgun in all honesty. Resembling more like a harmonic pitchfork, the weapon is externally conducted by two electromagnetic rails, that launches the projectile within the barrel. On the tabletop, the Magnarail Lance is an 18" Heavy 1 S7 AP-3 weapon that deals d3 damage or a flat 3 damage if the bearer did not move. Can go up to 21" range if you use the Manipulus' bolster weapon rule. In contrast to the Transonic Cannon which deals with hordes at close range, the Magnarail Lance is designed to terminate vehicles and heavy armor from longer ranges.
However, by doing so, it limits the Manipulator's other weapons and equipment which are all at close range. In StarCraft , the main weapon of the Terran marines is a gauss weapon referred as the Gauss Impaler Rifle, and their design varies between the first and second games, where in the first they looked like pump action shotguns big ones almost as tall as the user while in SCII, they have a much more boxy shape.
Despite being magnetically fired, the games still depict them as having muzzle flashes and for some reason using 8mm cartridge ammunition, despite the fact that gauss guns can do away with the cartridges by just directly launching the slugs, but StarCraft is hardly the only thing to ever inaccurately portray a gauss weapon. Hand waved in one of the side manuals as the bullet being initially launched by gunpowder and is then accelerated through the gauss rails [sic], similar to 40k bolters with gyrojets.
And they could probably hand wave the muzzle flash as a split-second of plasmized air, since the slug is traveling so fast. That's why basically every Terran armed force in the galaxy worth a damn usually send marines in hundreds to drown their enemies in bodies and gauss fire. How they're able to sustain those losses on a constant basis is anyone's guess They just use brainwashed convicts drugged with steroids and adrenaline which eventually kills them, if they somehow survive on battlefield, which they usually don't , and considering low life level anywhere outside core worlds and even on some of core worlds , they have almost unending supply of criminals.
Although, how an infantry rifle could bring down a Terran Battlecruiser or a Protoss Carrier, which are essentially massive ships designed for large-scale ship-to-ship combat, through massed fire tends to make you wonder: What the hell? In the Battletech universe, Gauss Rifles are some of the most powerful solid-based weapons. Packing the power native to Heavy Autocannons, which generally suck at range, and the range and negligible heat generation usually restricted to light autocannons, which are long-ranged and produce little heat but lack the sufficient punch to threaten heavily armored 'mechs.
They're capable of smashing a MadCat 's cockpit off from long range with a single, well-placed shot. The Gauss Rifle however, suffers from a few problems: they cycle rounds much slower than conventional autocannons, they have a limited ammunition count, and they're considerably heavier than most weapons.
Also, while their ammunition is inert and won't explode from heat or critical hits, the weapons themselves are a bit unstable and will explode if they suffer critical hits though for much less damage than most ammo explosions. Namespaces Page Discussion. More More. Page actions Read Edit History. Wiki tools Wiki tools Upload file Special pages. Page tools Page tools.
Userpage tools. Ion Rifle - Neutron Blaster. Phased Plasma Flamer. Heavy Ion Cannon. Transdimensional Beamer. Gauntlet of Fire. Synaptic Disintegrator. Singularity Generator. Transdimensional Projector - Transdimensional Abductor. Synaptic Obliterator - Atomiser Beam Lance. Lightning Arc - Particle Whip Launcher.
Countertemporal Nanomine - Death Spheres. Assault Flamer - Flamer. Transonic Cannon. Animus Speculum - Psilencer - Psycannon. Heavy Seismic Cannon - Laud Hailer.
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You can try The Outside Edge here. Gauss is the last name of Carl Friedrich Gauss , one of the greatest mathematicians in history. His work in calculus was and is invaluable to the study of electromagnetism, so he got a unit of magnetic field strength named after him. It is universally agreed that "Gauss" is a cool name, and so you can bet dollars to donuts that any sci-fi gizmo with any sort of vaguely electromagnetic theme will have the word "gauss" in it. By the way, if an electromagnetic weapon doesn't have "gauss" in its name, it's a fair bet that it has the word " Tesla " in it, after another cool-sounding unit of magnetic field strength, itself named for Nikola Tesla , a famed inventor and scientist who did cool stuff with electromagnetism.
Rail-guns which are often mistakenly called "Gauss guns" in poorly researched sci-fi for the simple fact that both are electric guns work by having a really long pair or pairs of conductive rails within the barrel, with a positive pole on the receiver end of conductor A, a negative pole on the receiver end of conductor B, and an electrically conductive projectile.
When the projectile is placed and the railgun switched on, electricity flows through conductor B towards the end of the barrel, passes through the projectile, and returns in the opposite direction through conductor A, creating two magnetic fields of identical polarity around them. This makes the projectile act like a current-carrying wire in a magnetic field, which means the projectile experiences a Lorentz force that moves it forward, like an electric motor that is unwound into a straight line; this one is in theory cheap to manufacture and capable of reaching awesome velocities, at the cost of being energy-hungry, needing to be really long and causing a lot of stress on the materials.
It's not to be confused with the Peasant Railgun. Coil-guns work by surrounding the barrel with a sequence of coil magnets that are switched on to pull and then reverse current to push only pull because that's how magnetic response works in materials the projectile. Since the projectile doesn't physically touch the mechanisms touches the barrel for ballistic reasons but isn't trying to spot weld itself to it, the gun lasts longer and there is better control over the speed, but the control mechanisms are very complicated and the overall weapon is weaker than a railgun of the same current draw has better theoretical efficiency but experiences high losses at higher muzzle velocities due to switching speed and timing issues.
Of course, once you get into soft sci-fi, all bets are off; expect to see guns that shoot lightning. When used as a name, "Gauss" is capitalized. When used as a unit or adjective, "gauss" is usually lowercase though the abbreviation for the CGS unit is a capital "G". The US Navy has successfully tested megajoule railguns.
The friction from the ammunition moving at these velocities turns the air inside the barrel into plasma instantly. They were planning to build a megajoule gun to test fire, but they lost funding. This might have to do with how they had to build an entirely new railgun after every third shot; the rails wear out quickly due to the heat the projectile produces, and no known material is heat-resistant enough to withstand being worn out in this manner and also capable of conducting electricity to allow the mechanism to work in the first place ohmic heating combined with the mechanical effects of the projectile continually welding itself to the rails while the electromagnetic forces apply enough force to accelerate it anyway.
You also need a really strong generator fast discharge power storage system to provide enough power to operate the weapon. In any event, nobody foresees those problems the rail destruction issue being solved anytime soon. Then again, the first flight occurred in and Sputnik was launched in giving a difference of 54 years, well within a modern human's lifetime so make of that what you will. Update: Recent reports have indicated that the rail destruction problems are getting better. They can now fire them about times before having to replace them.
Granted, the navy really wants a minimum of shots so they're still not at a level they want yet. But that's still an amazing efficiency upgrade. On early February , pictures showed that China became the first nation to mount a railgun on a naval warship. The Chinese People's Liberation Army Navy claims to have solved the power supply problem after extensive testing, and current intelligence reports suggest that Chinese warships could be equipped with railguns as early as The reports also note that the railgun is said to have a maximum range of miles and fire shots that travel seven times faster than the speed of sound.
Further sightings of Chinese warships equipped with railguns in have brought up the possibility that large scale field testing may begin within a year. If you see a carpenter using an "electric nailgun," it's likely not actually a coilgun they're using, unless they have a "Solenoid-powered nailgun", which are single-stage coilguns.
Alternate take: Gauss guns don't have rails and may look like guns with really beefy barrels probably so if the electronics are armored. That doesn't explain the casings though. Actual railguns use a gunpowder charge or similar effect to get the projectile going since it will weld itself to the rails and stay there if it initially touches them at low speed or is already in contact when current is applied.
In Traveller , Gauss weapons are slugthrowers that use Until these non-chemical sidearms are in use, ship boarding parties in space prefer using sabres and melee for combat. The exception is zero-G environments, where recoil on any slugthrowers gauss or not are as much a hazard for the wielder as the target.
Being set in the grimdark future , several Warhammer 40, races use Gauss weapons. The Tau use railguns as the primary heavy weapons on tanks and walkers. Rail Weapons are considered some of the most potent and fearsome weaponry employed by the Tau Empire.
Rail weapons are linear accelerators that use super-conductive electrodes to accelerate a solid-shot round to hypersonic speeds. The vast kinetic energy generated by the round on impact is capable of devastating damage on enemy vehicles. Usually, Rail weapons are obviously very powerful and capable of extreme penetration as in real life as the acceleration is limited only by the amount of power that can be input and how much the weapon can handle without exploding or melting.
Emboldened by the success of vehicle-mounted railguns, the Earth Caste built a Tau -portable railgun weapon, called the "rail rifle. It is mentioned in the fluff that once Rail Rifles are advanced enough to mass-produce and do not eat all the ammo and battery pack in a matter of seconds and seeing their progress rate from overheating backpack-powered heavy weapon to magazine-fed rapid fire rifles in a matter of a few decades it's not a long time to wait for , Tau command have plans to use them as standard issue Fire Warrior guns instead of pulse rifles.
Come 8th edition they are still used only by Pathfinder teams. At least until a new Tau Codex comes out. If GW did do this they would either likely nerf its range to match up with the Lasgun and Bolter and increase the price to the same as a Plasma Gun , OR give it to an elite new Tau unit analogous to the space marine Sternguard since, logically, a new weapon would not be available in large enough numbers for the whole army as they just started mass production so best give it only to the elites.
Otherwise it would pretty much break the game with Tau basic infantry being able to steamroll everything in their field of view even more than 3E Necrons could. One would think that this would be possible as the Tau now have Plasma Shotguns but they remain one of the few races without a one man flamer.
A recent development wielded by next-generation Broadside battlesuits, it is less powerful than the Tau's primary railguns, though only moderately so S8 versus S However, its reduced bulk allows it to be mounted in such a way as to more easily track fast moving targets, and thus it fulfills an anti-air role, where its slightly reduced strength is not a big liability as it is still plenty powerful enough to punch through most fliers with ease, and its double-barreled twin-linked setup increases its odds of hitting a target rather than its odds of wounding or total wounds deal after wounding.
That said, it's still a considerable threat even to AV13 vehicles, since with AP1 the first penetrating hit would likely be the last. The Railgun is the iconic Tau heavy weapon, mounted on Hammerhead Gunships and Battlesuits , in previous editions to cause massive damage to enemy armor 72", S10, AP1.
At its most basic form the railgun is a linear accelerator using standing wave acceleration along a number of cylindrical superconductive electrodes surrounding a barrel duh. A Broadside Battlesuit Team used to be able to carry up to 3 twin-linked railguns in one Heavy Support slot nerfed to the S8 heavy rail rifle, see below, in their 6E codex , while the Hammerhead can only carry one, but the Hammerhead has enough ammunition capacity to also carry a S6 AP4 Large Blast submunition round for dealing with infantry blobs.
Squad of guardsmen a turn anyone? Because the regular railgun wasn't enough for putting down the really big targets like Titans , the Earth Caste developed the Heavy Railgun ", SD, AP1 for their super-heavy vehicles. It was originally designed to blow up space ships , as Tau never expected anyone to be stupid or crazy enough to build a big enough land-based vehicle to justify this weapon's use against it. Then they encountered Ork gargants and Imperium titans, and figured out that most inhabitants of the Galaxy aren't sane or reasonable.
Like the Hammerhead railgun, the heavy railgun can fire a pie-plate for destroying massed infantry formations, but the heavy railgun's submunitions are S7 AP3 and the blast is 10" across. The latest advancement in bringing hyper magnetized death to the enemies of the Greater Good. The Heavy Rail Cannon itself possesses a longer range than the equally destructive Heavy Railgun topping out at ", S:D AP1, Ordinance 1 , Blast 3" however it has been designed to aim at the heaviest points of an enemy and strike those points with enough force that should it wound the enemies own mass is turned against itself roll twice on the Destroyer Weapon Attack table and pick the higher result when firing against Super Heavies or Gargantuan Creatures , and is paired with the Cluster Shell system which is used to launch sub-munition shells at nearby enemies 36", S:6 AP4, Apoc Barrage 4 , pinning , in such a way that both weapons may be fired against different targets at the same time.
Exceptionally large and heavy Railguns mounted on the biggest Weeaboo vessels. Starship Railguns are the primary weapons for the Kor'Vattra. Their ease of construction and maintenance of Railweapons among the Tau means that eventually, they were gonna supersize this and call it a day. Due to how common and ubiquitous these weapons are, these Railguns are analogous to the Imperial Macrocannons , except, in a display of common sense, the Tau actually taught it was a good idea to mount them on a turret to fire anywhere, rather than restricting it to 17th century-level static broadsides.
The primary advantage of this is that it allows Tau ships to basically fire anywhere, leaving no blind spots unlike the Imperial, Eldar, Dark Eldar, Orks or Chaos fleets. The downside of this is that because of the turret, they could not be compacted as much as Macrocannons, meaning that there are fewer Railguns per-ship than usual, ergo less Dakka.
Because of course the fish faces didn't stop at just a ship-sized Railgun. For when they want to punch through something neat and clean, the Heavy Starship Railgun is a much bigger and longer weapon than your typical Starship Railgun. Owing to its longer barrel, the Heavy Starship Railgun are the largest version of Railweapon mounted on larger Tau spacecraft. Its size means that it can't be twin-linked, but it also means that it has a longer range and hits twice as hard.
Only 3 Heavy Starship Railguns could be mounted on the largest of Tau Merchant Battleships as they are the only ones with the power to use these things in numbers. Like its smaller brethren, it is mounted on a turret which allows it to hit anywhere. Although considered their analogue of a Nova Cannon , the Heavy Starship Railgun does not deal the same level of catastrophic explosion as its Imperial counterparts, rather, trading balls-out firepower with consistent shooting and accuracy. The backbone of the Necron force are nominally gauss weapons which produce a magnetic field with the strength of several thousand Teslas.
And then point it at something they don't like. They do this by producing an incredible voltage across the body and focus of the gun hence its electric nature. Doesn't explain the green though. The focus limits the volume effected since it's bad form to destroy everything around you including allies, enemies, rocks, atoms, yourself etc.
The process is not perfect however, since charge fluctuations in the microdimensions translates to a varying strength of field which expresses itself as a non-uniform level of destruction from one moment to another. One second it can melt a Land Raider , the next it might just have enough for a butterfly. You know, if you found butterflies in the middle of a Necron battleline.
The third edition codex described the effect as a "beam" that instantly "pulled" the target towards the gun, one layer of molecules at a time. This gave the effect of flaying the target and the more powerful the gun, the quicker this happened and the more layers of molecules that were flayed with each shot.
The beams are capable of stripping away almost anything, even ceramite armor and starship hulls, with ease. Most sources don't bother with this fluff and just have Necron Gauss weapons fire distinctly un-Gauss disintegration rays in the form of green lightning.
In the Third Edition Codex , Gauss weapons automatically wounded infantry and automatically caused glancing hits to vehicles on a to-hit roll of 6. This was devastatingly powerful at the time, as it meant that Necrons could chew through vehicles like no tomorrow, but was rather reduced in effectiveness in Fifth Edition, as most vehicles could no longer be destroyed through glancing hits alone, though with the introduction of Hull Points in Sixth Edition, Gauss weapons are once again a lot more dangerous to vehicles three glancing hits -- which a full squad of 20 Necron Warriors can easily supply -- is enough to wreck most regular vehicles and expose a super-heavy.
That said, Gauss weapons were reduced in effectiveness by the Fifth Edition Codex, which removed the auto-wound property anti-infantry effectiveness was moved to their new " Tesla " weapons. However with the advent of the 7th edition codex Gauss weapons have regained their auto-wounding on 6's, which wasn't much of a buff since those weapons already did wound on a 6 in most cases, leaving that rule only being useful against Gargantuan Creatures.
Which shoot Ionized Gas instead of a solid slug. The trusty Gauss Flayer is the standard weapon in fact, the only weapon until the 9th edition that is wielded by Necron Warriors. Gauss Flayers are rifle-like weapons used by Necron Armies. They consist of a metal stock, a transparent tube containing the unholy and unknown energy the weapon fires, and an axe-like bayonet underneath the muzzle. The weapons fire green, lightning-like beams at the enemy, which strip the targets away molecule by molecule.
It is, supposedly, extremely painful to be shot with a Gauss Flayer, and victims die as much from shock as the damage caused by the beams. The Gauss Flayer as pictured on the right, had the classic green rod look before it was superseded in 9th Edition by the more ornate type present in the other examples.
Its stats are equivalent to the bolter , with the additional "Gauss" rule mentioned above. Ghost Arks and Doomsday Arks mount an array of five of these guns on each side, while the Canoptek Doomstalker has a single pair of them for self defense. A Gauss Flayer with two barrels that is differentiated from the Gauss Blaster by having the barrels be much shorter. The tradeoff is that it sacrifices range for increased hitting power. Introduced in 9th as a alternative weapon for Necron Warriors, it possesses an extra pip of strength and AP in exchange for being Assault 2 with a range of 12" i.
First there are the moneyline betting odds , which is the bet on who will win the event outright with no point spreads or other variables. You simply pick the team you think will win and place the bet. However, without using the odds, the payouts are usually much different then they would be with the odds in place. Next, we come to what may be the most common type of sports betting odds, which is the point spread. They put point spreads up for all of the main sports such as football, basketball, hockey, baseball, and others.
This is called "The Spread" and it basically tells you which team is favored and by how much. When betting the spread, you are betting that a team will win by a certain number of points, runs, or whatever. Here is an example to help you understand point spreads in football. If Team A wins, but only by 3 points, then you will still win and get paid. There are over and under betting odds for pretty much every sport including baseball, football, hockey, UFC, Basketball, Horse racing, and much more.
If the number is 42 in a football game and you bet the over, you would need 43 points total between the two teams. In baseball betting, it is the number of runs scored that sets the total. Hockey totals are how many goals will be scored between both teams.
With the spread and the total, you will occasionally see that the odds are distributed with "half points," which are in place to prevent a "push," or no one winning or losing the bets. As long as there is a winner or loser, the sportsbooks will make their money on the juice and be happy. The truth of the matter is that Vegas pretty much sets all of the sports betting odds for the entire world.
Anytime you hear someone asking or talking about Vegas odds, they are simply talking about the odds and nothing specifically related to Vegas. All of the online sportsbooks use services that simply use the Vegas odds as a starting point for events. Then their own systems will adjust the spread depending on how people are betting at their sportsbook. Exotic bets are there to make for a more entertaining betting experience, but they work somewhat differently compared to the straight bets.
But, the original point spread is still used in all these bets no matter how you look at it. Parlays are essentially a combination of two or more bets into one, such as three teams winning their respective matches. These parlays are usually a long shot since so many teams have to win, but in the end, they are also some of the highest paying games.
You can pick teams to cover the point spread, over or unders, or moneylines in a parlay and sometimes you can mix in different sports. Pleasers are some of the highest paying bets, as they take the spread and then subtract points, making it harder to succeed.
Then you also have to combine them into another bet of the same type in order to win. The payouts are huge, but it is not likely that these will come in unless you have the utmost luck or some sort of inside knowledge. Teaser bets bets are the exact opposite, in that you can adjust the spread to be more favorable, thus lowering your payout but increasing your chances of winning.
Either way, these are some of the more exciting ways for you to wager. There are also " If-Bets ", which allow you to combine two bets. The first bet has to win for the second bet to have action. If the first bet fails, the second bet doesn't come through. If you win the first bet, you can then use the winnings on the second bet, essentially building your bankroll. American odds have become incredibly commonplace, despite the fact that they are not as easy to read as other formats.
As an example, American Odds read like this:. In the example above, you can see that Team A has the lowest number of the group and are considered to be the favorite to win this bet. And, with a little bit of manipulation, you can see how these odds will pay if the wager ends up being a winner and that is what we're all here for Fractional betting odds are the easiest to understand.
Just about every single sportsbook that caters to Americans has the option available for fractional odds. And, while they may seem daunting at first, you don't really need to understand complex fractions in order to utilize these odds. Let's look at an example:. In order to best understand these lines, you first need to look at the ratio to 1. Once you have determined this, you can figure out the favorite.
To figure out which side is favored, you simply need to figure out which is the lower number. Fighter A's wager is the clear favorite as it is the lower number. So, how do you figure out what these pay? Anytime fractional odds are displayed at a value of less than 1, the bettor must risk more than they intend to win if the wager is a winner.
And, the opposite can be said for if a fractional value is more than As you can see, the payouts are in the fractional odds, you just need to know which way they go based on if they represent a value greater than or less than one. Decimal odds are slightly more confusing than most other types of odds. In fact, we prefer not to use them when we bet but that is just our preference.
Regardless, we are going to give you a little insight into these lines, as we want to give you insight about all of the common types of odds available. If you look into these odds, you will definitely come out a little bit confused unless you are from Europe where these odds are commonly used than American or Fractional odds. The multiplication game is not as straight forward with decimal odds. Let's take a look at another example:.
When looking at decimal based odds, the same thing applies to them as all the other forms of odds when trying to determine the favorite In the example above, the favored candidate is Candidate A at 1. If you are planning to enter the betting or the gambling world, it is important to be able to understand and interpret all types of odds well.
Trading Psychology. Business Essentials. Wealth Management. Your Money. Personal Finance. Your Practice. Popular Courses. Key Takeaways The three main types of betting odds are fractional British odds, decimal European odds, and American moneyline odds. These are simply different ways of presenting the same thing, and hold no difference in terms of payouts. Compare Accounts. The offers that appear in this table are from partnerships from which Investopedia receives compensation.
Related Articles. A Look at Casino Profitability. Partner Links. Related Terms Currency Binary Option Definition A currency binary option is a way to make very short-term bets on exchange rates. Learn About Conditional Probability Conditional probability is the chances of an event or outcome that is itself based on the occurrence of some other previous event or outcome. Martingale System Definition The Martingale system is a system in which the dollar value of trades increases after losses, or position size increases with a smaller portfolio size.
Dutch Book Theorem Definition Dutch Book Theorem is a type of probability theory that postulates profit opportunities will arise when inconsistent probabilities are assumed in a given context. Lump-Sum Distribution A lump-sum distribution is a one-time payment for an entire amount due, rather than payments broken into smaller installments.
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