We Asur sure do love math. In celebration of your new lineup of war gear, I've prepared a mathematical analysis of your Helblaster. I've determined some of the optimal firing strategies for using it with an engineer, and have found that your engineers are quite effective at increasing the weapon's damage output.
My analysis is linked here
In terms of impact, the lone Helblaster puts out about 4.2 hits on average at long range, while the addition of an engineer approximately doubles this to 8.5 hits. This is a good points investment, since the engineer costs about half as much and doesn't have to go down with the ship if the Helblaster bites it.
The optimal strategy can be broken down into a few categories:
- If you roll 3 misfires keep it, unless you are near the game's end and really want to salvage the 120 points
- If you roll 1 or 2 misfires, reroll one of the misfires.
- If you roll no misfires, you have to do some math. Set Y = the lowest roll, X = the sum of the higher two rolls. If 5 > X/12 + Y then reroll the lowest die
PS: Teclis is missing one of his orbs of sorcery. It's a sphere of pure magic with the ability to control the very heavens. If anyone sees it please send it to Ulthuan and we will reimburse you the cost of shipping.