If you wanted
AP to be more relevant to penetrating tank armor, you could always do something like S +
D6 -
AP, treating
AP- as '7'.
Obviously this would require shifting armor values downwards, and it would also exacerbate differences between weapons. An autocannon at 3+
D6 would be a lot less capable than a lascannon at 7+
D6. Whether that's a feature or a bug is up to you; personally I felt like the old
AV system did a perfectly fine job working off of S alone (with special rules for
AP- and AP1),
until the hull point system was introduced and glancing vehicles to death became a viable strategy.
Without hull points, the system works, it just feels unintuitive that the
AP stat is irrelevant, which creates bizarre edge cases where a Rupture Cannon eats Land Raiders for breakfast but sucks against anyone in power armor.
Hellebore wrote:For the current rules T and
Sv for vehicles and monsters, you can apply old damage tables like so:
For each point on the die you roll over the needed value to wound, add 1 to the table (ie you need 4+ to wound and roll 6, add +2 to the table)
1 - glance
2 - shake
3 - weapon damage (-1
BS/
WS to weapons)
4 - locomotion damaged (halve M)
5 - penetrating hit (+1d3 damage)
6+ - massive hit (+1D6 damage)
Roll to wound, roll to save, roll on damage table
I must point out that this sort of contingent roll is pretty alien to
40K. Normally your wound roll is wholly separate from the save roll is wholly separate from the damage result. It's a non-negligible paradigm shift to not only adopt contingent rolls, but also have a contingent sequence interrupted by the opponent taking a save in the middle. At bare minimum, it's a system you can't fast roll.