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Q: Super Heavy Structure/Hull Points how do they work?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in de
Brainless Zombie



Germany

So the Apocalypse Errata/FAQ states every Structure Point on a Super-Heavy resembles 3 Hullpoints. Lets say i have a Baneblade. It has 3 Structure points = 9 Hullpoints. how do i keep track of the damage here? every glancing hit still removes 1 hullpoint. so here are some scenarios :

Baneblade with no damage takes a Glancing Hit, what does it have left after that?

1) 2 Structure and 8 Hullpoints ?
2) 3 Structure and 8 Hullpoints ?

now lets say my new baneblade takes 2 penetrating hits which remove 1 structure point each and 2 glancing hits :

1) 0 Structure and 1 Hullpoint ?
2) 1 Structure and 1 Hullpoint ?

my question is, how do i keep track of all the points lost. do i just say i have 9 hullpoints at the beginning and lose 1 for glancing hits and 3 for structure damage till i get to 0 ? sorry if this is a bit wierd and confusing but we were a bit confused the last game and one player argued in case 2) that he can lose another structure point and still lives with 1 hull point left oO. would be nice if someone could clear this up. sorry for the confusing post, english is not my first language, kinda missing the words to describe it accurately.
   
Made in ru
Speedy Swiftclaw Biker





Hive Moscow

2) 3 Structure and 8 Hullpoints

penetrating hits don't remove SP, it remove 1 HP, only Explodes! result remove ful SP.

each time the vehicle suffers an Explodes! result on the Vehicle Damage table, it loses 1 Structure Point instead of suffering the effects listed for an Explodes! result. When this happens an additional roll is made on the Vehicle Damage table (any modifiers that applied to the first roll do not apply to the additional roll).

2 penetrating and 2 glancing hits = 2 Structure and 5 Hullpoints

if you have two explodes and 2 glancing hits = 0 Structure and 1 Hullpoint
   
Made in de
Brainless Zombie



Germany

ok thanks for your answer, but shouldnt it be 1 structure and 1 hullpoint in the last scenario? otherwise the vehicle should be destroyed because the Errate states that superheavy units are destroyed if they lose the last structure point.

   
Made in gb
Decrepit Dakkanaut




You dont lose a SP through HP loss until the 3rd HP is removed. So if you have 1SP and 3HP left and take 2 glancing hits you are down to 1SP and 1HP - so the next damage result will destroy the vehicle
   
Made in ru
Speedy Swiftclaw Biker





Hive Moscow

Ravenfate wrote:
ok thanks for your answer, but shouldnt it be 1 structure and 1 hullpoint in the last scenario? otherwise the vehicle should be destroyed because the Errate states that superheavy units are destroyed if they lose the last structure point.



Yeah, bad copypasting, yes, it would be 1SP, 1 HP.
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


The easy way to think about is just that each vehicle has 3 times as many Hull Points as it has Structure Points listed, and then anytime it suffers a result that forces it to lose a Structure Point, this counts as losing 3 Hull Points.

So a Baneblade starts with 9 Hull Points, and anytime it suffers a result that removes a Structure Point, this just means it loses 3 Hull Points.




I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
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Made in us
Sure Space Wolves Land Raider Pilot




It's also good to remember that the AP2 and AP1 modifiers affect superheavies the same as regular vehicles, and an explodes result on the normal vehicle damage table removes 1 Structure point AND then another normal vehicle damage roll is made without the AP2/AP1 modifier (this results in possible damaged effects but no other Hull Points lost).

So, for example, a penetrating melta gun hit (AP1) has a 50% chance of removing 1 whole Structure Point, plus 1/6 chance of removing another whole Structure Point. Watch out for those deepstriking melta guns on the rear armor.

   
Made in de
Brainless Zombie



Germany

 Lord Krungharr wrote:
It's also good to remember that the AP2 and AP1 modifiers affect superheavies the same as regular vehicles, and an explodes result on the normal vehicle damage table removes 1 Structure point AND then another normal vehicle damage roll is made without the AP2/AP1 modifier (this results in possible damaged effects but no other Hull Points lost).

So, for example, a penetrating melta gun hit (AP1) has a 50% chance of removing 1 whole Structure Point, plus 1/6 chance of removing another whole Structure Point. Watch out for those deepstriking melta guns on the rear armor.



are you really sure about this? the chart in the errata states only D weapons with +1 afair and no bonus for AP, we played without the bonuses for AP.
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Ravenfate wrote:

are you really sure about this? the chart in the errata states only D weapons with +1 afair and no bonus for AP, we played without the bonuses for AP.


What chart in the errata are you talking about?

Are you looking at the right PDF?

http://www.forgeworld.co.uk/Downloads/Product/PDF/a/apoc6thupdate.pdf


Super-Heavy vehicles use the normal damage chart just like normal vehicles do. This is affected by everything and anything that would normally affect vehicle damage rolls (like AP bonuses).

Once a vehicle loses all of its structure points (i.e. its last Hull Point), it THEN rolls on the catastrophic damage table (pg 2 of the PDF) and THIS roll is not modified by anything.

And FYI, I may be missing something, but I don't even see that D weapons naturally add any modifiers to damage rolls...they just auto-penetrate from my reading of that PDF.



This message was edited 1 time. Last update was at 2013/04/04 10:00:52


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 gb
Decrepit Dakkanaut




Indeed, D weapons have lost their +1 to damage
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

The other thing to remember is that Super Heavies treat Haywire, Psychic Powers, and Entropic strike differently from other vehicles too.

They also treat weapon destroyed(if its a primary weapon) and immobilized results slightly differently.

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MURICA!!! IN SPESS!!! 
   
 
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