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![[Post New]](/s/i/i.gif) 2013/04/03 08:49:32
Subject: Q: Super Heavy Structure/Hull Points how do they work?
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Brainless Zombie
Germany
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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.
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![[Post New]](/s/i/i.gif) 2013/04/03 08:58:38
Subject: Q: Super Heavy Structure/Hull Points how do they work?
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Speedy Swiftclaw Biker
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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
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![[Post New]](/s/i/i.gif) 2013/04/03 09:14:26
Subject: Re:Q: Super Heavy Structure/Hull Points how do they work?
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Brainless Zombie
Germany
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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.
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![[Post New]](/s/i/i.gif) 2013/04/03 09:22:02
Subject: Q: Super Heavy Structure/Hull Points how do they work?
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Decrepit Dakkanaut
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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
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![[Post New]](/s/i/i.gif) 2013/04/03 09:23:09
Subject: Re:Q: Super Heavy Structure/Hull Points how do they work?
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Speedy Swiftclaw Biker
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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.
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![[Post New]](/s/i/i.gif) 2013/04/03 10:57:56
Subject: Q: Super Heavy Structure/Hull Points how do they work?
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[ADMIN]
Decrepit Dakkanaut
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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.
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![[Post New]](/s/i/i.gif) 2013/04/03 14:18:40
Subject: Q: Super Heavy Structure/Hull Points how do they work?
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Sure Space Wolves Land Raider Pilot
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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.
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![[Post New]](/s/i/i.gif) 2013/04/04 09:43:14
Subject: Q: Super Heavy Structure/Hull Points how do they work?
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Brainless Zombie
Germany
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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.
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![[Post New]](/s/i/i.gif) 2013/04/04 10:00:27
Subject: Q: Super Heavy Structure/Hull Points how do they work?
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[ADMIN]
Decrepit Dakkanaut
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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.
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This message was edited 1 time. Last update was at 2013/04/04 10:00:52
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![[Post New]](/s/i/i.gif) 2013/04/04 10:40:42
Subject: Q: Super Heavy Structure/Hull Points how do they work?
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Decrepit Dakkanaut
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Indeed, D weapons have lost their +1 to damage
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![[Post New]](/s/i/i.gif) 2013/04/04 13:53:44
Subject: Re:Q: Super Heavy Structure/Hull Points how do they work?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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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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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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