ChrisWWII wrote:Which is fully acceptable with the idea that BS3 combined with the chance of rolling a 'hit' on the scatter die has a roughly 1/4 chance of landing directly on target, and reducing the scatter by even an inch or 2 can be a a major difference.
I personally find this list much more brutal on me already, adn I run mech Guard about half the time. It has the chance that my reansports will take their cargo with them, which already makes me worry a lot more about taking a pure mech force. I have to deal with the fact that even the lightest glancing hit may silence my big guns for a turn, and several other factors. You want more brutal, tell me what you want more brutal? How would you make it? To me, it seems like it's more than fine.
The vehicle movement one is sketchy - I wasn't gonna move my Leman Russ/Artillery anyway, it's got two table lengths of range.
If I had to make a table like this....I'm actually somewhat OK with most of it. Annihilated is wacky and complicated. Just make the explosion more brutal (Maybe S6
AP -, so it wounds almost everything on 2+). It's also funny that you swapped "Shaken and Stunned" from the standard rulebook (effects 3 and 4), but it's whatever. Not really an issue.
My modified table (based on yours) -
2- Gunner Stunned: One weapon (chosen by the firer) may not fire in the vehicle's next shooting phase. (modified slightly to show the shooter picks what gun doesn't fire)
3- Crew Shaken: No weapons may be fired in the vehicles next shooting phase. (Changed from effect 4)
4- Crew Stunned: The vehicle can neither move nor shoot in its next turn. (Changed from effect 5)
5- Targeting Systems Destroyed: The vehicles targeting systems are wrecked, and the vehicle must fire with -2
BS to all weapons for the rest of the game. Note:
BS can not be reduced to less than 1. For Blast weapons, the blast always scatters. (Changed to hurt blast weapons more, and moved to 5).
6- Crew Members Injured: The vehicle must declare what level of movement it is moving at (Combat, Cruising, Flat out), and roll 1D6 per level. This indicates it's maximum speed. It always moves at the declared speed, regardless of how far it moves. It may choose to remain stationary. Further, one less weapon than normal can be fired for the rest of the game (chosen by the vehicle's owner each time it shoots). (New rule)
7- Weapon Destroyed: A weapon chosen by the firer is destroyed, and can no longer fire in this game. (Changed to clearly show shooter picks the gun)
8- Immobilized: The vehicles tracks are destroyed, and the vehicle can no longer move.
9- Vehicle Destroyed: The vehicle is knocked out, and can no longer move or fire weapons. It counts as difficult and dangerous terrain. (Remained the Same)
10- Vehicle On Fire: The vehicle is destroyed as explained above, but now counts as impassable terrain. Additionally, each turn roll a
d6, on a 1-4 nothing happens, on a 5-6 the vehicle explodes as described in the 'vehicle explodes' result. (Changed to be a
D6 and took out "Annihilated")
11- Vehicle Explodes: The vehicle explodes, and all models withing
d6 inches take a S3
AP- hit. All models within the vehicles take a S4,
AP- hit. Remove the Model.(Remained the Same, but made sure to take the model off the table, like in the rules)
12- Vehicle Annhilated: The vehicle is completely and utterly destroyed in a violent explosion. All models 1d6 inches away from its hull take a S5
AP- hit, and models being transported by the vehicle are destroyed. Remove the model. (Removed the displacement and changed the damage. Also removed the part about a possible second explosion for the vehicle.)
Vehicle Damage Table Modifiers:
Open-Topped: +1
AP -: -1
AP 1: +2
Glancing Hit: -2
AP 1 should bring it higher up the scale, I feel, and the rest are the same.
This is my counter-offer. I generally made it more damaging and grouped 5 in the with rest (permanent vehicle damage).