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Made in us
Fresh-Faced New User




Well i saw this Idea on Librarium online and wondered: would you guys have a different oppinion:

I found this new way for dealing with vehicles to make them being about to be killed in one hit and all abut much harder and the stronger the harder it will be to kill the vehicle vin one hit...

40K vehicle stats:

T / W / Save

Toughness:
Front Av:
10 : 6
11 : 7
12 : 8
13 : 9
14 : 10

Wound:
Side AV:
10 : 1
11 : 2
12 : 3
13 : 4
14 : 5

Save:
Rear AV:
10 : 6+
11 : 5+
12 : 4+
13 : 3+
14 : 2+

Special rules:
Light Damage:
1 : Crew Shaken
2 : Crew Shaken
3 : Crew Stunned
4 : Crew Stunned
5 : Weapon Destroyed
6 : Medium Damage

Medium Damage:
1 : Crew Stunned
2 : Light Damage
3 : Weapon Destroyed
4 : Medium Damage
5 : Immobilised
6 : Heavy Damage

Heavy Damage:
1 : 2 Weapon Destroyed
2 : Immobilised
3 : Light Damage
4 : Medium Damage
5 : Heavy Damage
6 : Vehicle Destroyed
Light Damage: Lose 1 wound and roll on Light Damage table.
Medium Damage: Lose 1 wound and roll on Medium Damage table.
Heavy Damage: Lose 1 wound and roll on Heavy Damage table.
Vehicle Destroyed: Looses all wounds.

If weapons is:
Lance: +2 to Strength.
Melta or (D6 X 2): +3 to Strength.
Tank Hunter: +2 to Strength.
AP1: Always roll on Medium Damage Table first.
AP-: Always roll on Light Damage first.
Ordnance: Roll 2D6 and choose result on Damage tables.

If vehicle is:
Hull down: First medium damage goes Light damage.
Fast moving: Invulnerable saving throw.
Open toped: +1 on Damage table.

Monolith: Apart from AP-, AP1 and the Vindicaire Assassin and
POWER FIST ARE STRENGTH 4 ON SPACE MARINES!!!!!

I know I forgot some things can you people tell me what I forgot I’ll make rules for it

TheEndIsNear

P.S. if any questions ask me
P.S.S. I know it will mean we will have a vehicle point cost boost...

Normal weapon:
Is vehicle has toughness highter than weapon strength and gets armour save: Light Damage Table
Is vehicle has toughness lower than weapon strength and gets armour save: Light Damage Table
Is vehicle has toughness highter than weapon strength and gets no armour save: Medium Damage Table
Is vehicle has toughness lower than weapon strength and gets no armour save: Medium Damage Table


Ordnance
Is vehicle has toughness highter than weapon strength and gets armour save: Light Damage Table
Is vehicle has toughness lower than weapon strength and gets armour save: Medium Damage Table
Is vehicle has toughness highter than weapon strength and gets no armour save: Medium Damage Table
Is vehicle has toughness lower than weapon strength and gets no armour save: Heavy Damage Table

TheEndIsNear
What do ya think?
TheEndIsHere

MyBrute a free addicting game. 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

 

Your idea is roughly similar to one I posted here a few weeks ago:

www.dakkadakka.com/Forums/tabid/56/forumid/16/postid/118694/view/topic/Default.aspx

 

I personally would prefer a system of Toughness/Wounds/Save for vehicles than the current incarnation, but after doing a thorough set of research I am positively convinced that no sort of current work-around can be achieved short of re-writing every codex.

I believe such a change would therefore have to wait for a new edition of the game. I'm planning to present my idea (tidied up a bit) to Jervis Johnson at this year's Adepticon (so any suggestions you'd like to make to my version would be appreciated).

As for comments on your system:

I don't believe that an arbitrary system of applying Toughness/Wounds/Save based on current Armor values of vehicles can be used. Instead, each vehicle needs to be carefully analyzed and given a proper statline.

For example, almost every vehicle has a rear AV of 10, and would therefore only have a 6+ save. Only a very select few vehicles would be any different. That doesn't sound right! IMO, Space Marine armor saves should be better than IG armor saves which should be better than Ork armor saves, just like in the rest of the army. That way, everything just makes more sense to the player.

Also, I wouldn't personally like to use your system because there are even more charts to remember now. Personally I think any re-design of the system should make it even easier to keep track of what is happening to a vehicle (as I believe my version does).

As for what your system is missing? Well, there are literally hundreds of pieces of wargear that have special rules for affecting Armor Value (grenades are just one exampe). You would have to go through each and every piece of Wargear and write new rules. I started trying to do that and realized it would just be too complicated for any other player to ever remember.

But good luck with wherever you're going with this and I like the way you think!

 

 


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

Leave well enough alone, you are tampering with forces you do not understand.


*slaps 2nd ed. Dark Millenium to the ground* You Must Not Read From The Book!!!

If people think assault cannons are bad-arsed NOW, they had the same profile as a krak missile in 2nd ed... except that they could have 9 shots... PER TURN.

As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
Made in us
Regular Dakkanaut




Oh man, the glory days of plasma grenades sticking around for several turns...of multiple profiles for different shotgun shells...of fixed weapon lists. <wistful>.

Regardless, I think this thread is right on target. A full-scale overhaul of the vehicle rules is in order -- this can fix problems from the obscene number of special rules for the Monolith to the nigh-unkillability of Eldar skimmers and the lack of any compromise between 'slow as dirt' and 'zippy' for other armies.

Has anyone considered re-instating the Moves characteristic for vehicles? With the idea of giving Vehicles infantry-like profiles, their 'unique' movement profile might help to distinguish them. Two ways this could work:

1) A vehicle may move up to its full movement value and fire all main and defensive weapons, one and a half times its movement value and fire one main and all defensive weapons, or twice its movement value and one defensive weapon only.

In this incarnation, a slow tank using might be:

Leman Russ
M T W Sv
6 8 6 4+
Main Weapons: 3 Heavy Bolters, Battle Cannon
Defensive Weapons: Pintel-Mounted Heavy Stubber

Resulting in a tank which, as in the current incarnation, can move up to 12" while sacrificing most shooting capactities.
and a fast tank might be....

Falcon:
M T W Sv
12 7 4 3+/4+
Main Weapons: Pulse Laser, Starcannon
Defensive Weapon: Twin-Linked Shuriken Catapult

Resulting, again, in a similar result to the current system. BUT...it allows for flexibility. Say you think a Vyper should be able to move farther than a falcon while still shooting, you could give it a higher M value -- say, 18, giving it a maximum move of 36" and a shooting move of 18".

The second way would be:

2) A vehicle may move up to 1/2 its movement value and fire all weapons, from 1/2 to 1x its movement value and fire one main and one defensive weapon, from 1x to 1.5x its movement value and fire one main or defensive weapon, from 1.5x to 2x its value and fire one defensive weapon, and from 2x to 2.5x its movement value and fire no weapons.

The upshot of this approach is the added flexibility of multiple categories.

As far as assigning toughness, wounds, etc, I think Yakface's system is right on target. However, I'd like to see some details on how embarking/disembarking/assaulting from/shooting from vehicles would work under his incarnation.

-Adso
   
 
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