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Made in us
Fresh-Faced New User






Anyone else feel that an autocannon shouldn't be able to explode a Storm Raven? Playing vehicle heavy lists always feels wildly inconsistent. I feel Instant Death (Explodes!) should only happen when targeted by anti-vehicle weapons. Anyway...

1-3 Crew Shaken
4 Crew Stunned
5 Weapon Destroyed
6 Immobilized
7 Explodes!

   
Made in us
Locked in the Tower of Amareo




Autocannons don't explode them, usually. They HP them out. The Stormraven is overcosted; the vehicle damage table is fine.

This message was edited 1 time. Last update was at 2014/02/11 20:37:17


 
   
Made in us
Fresh-Faced New User






"usually" being the point. I guess I just like the idea of vehicles being more along the lines of Monstrous Creatures where they're not instant killed, with the tradeoff of immunity to small weapons fire being that when they're wounded they lose functionality. Explodes! feels like a cop-out, and introduces a level of extreme randomness for such high point costs.

   
Made in us
Fixture of Dakka





Perhaps a 6 should be 'Catastrpohic Damage - vehicle takes an AP2 pen, no save', and 'Expodes' should be a 7+?

That would make hulling out vehicles more common, and improve the survivability of things like Land Raders, but not make vehicles much more durable.
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

I feel that with vehicles now having hull points, the vehicle damage table should be dropped. But, in that same vein I think weapons of STR 7-8 should do D3 wounds and weapons with STR 9-10 should do D6 wounds - on a penetrating hit & versus non-vehicle models.

It never ends well 
   
Made in us
Bewitched Vassal of Angmar






I feel the table is fine as only weapons like plasma, melta, and las usually penetrate. Think of it in an abstract way, hundreds of high velocity rounds into a flying thing tends to bring it down by glancing hits against engines, wings, etc. The only thing I feel hurt the most from the new table and hull points are walkers.

2000 Night Lords 2000 Thousand Sons 2000 Death Guard 1000 Custodes 2000 Khorne Bloodbound


 
   
Made in us
Fixture of Dakka





Just do what Tau did about their walker: call it an MC, and that fixes everything!
   
Made in us
Bewitched Vassal of Angmar






I wish! Oh yeah my Maulerfiend is now a MC along with my helbrutes... I can see the look of horror on my opponent's face

2000 Night Lords 2000 Thousand Sons 2000 Death Guard 1000 Custodes 2000 Khorne Bloodbound


 
   
Made in ca
Trustworthy Shas'vre




I think explodes should be repalced with a resutl that inflicts a bonus D3 HP.

A vehicle that is reduced to 0 HP though any combination of effects is Wrecked. A vehicle reduced to -1 or less Explodes.

Tau and Space Wolves since 5th Edition. 
   
Made in us
Fresh-Faced New User






The D3 HP and explodes/wrecked change is something I'd also thought of, but I found that suggesting custom rules it's usually more accepted the less you change. I like that though.

My main issue is I dislike randomized large point swings. I think the game is more fun when the randomization is kept within a smaller margin. Large unpredictable changes aren't fun, because they completely screw up overall strategy. It's pretty much the equivalent of killing Monstrous Creatures on a To Wound roll of 6, which wouldn't be fun. Plus with Explodes!, you often end up missing out on the permanent damage which is a cool/fun game mechanic, because they're killed before all their HP's run out. I think they could have gotten more creative.

Crew member killed - A vehicle that moves in the Movement Phase cannot Shoot in the Shooting Phase
Armored breached- Vehicle loses 1 to it's Front, Side, and Rear AV
Sensor Damage - Vehicle's weapons fire at half range, treat all charge as charging through difficult terrain
BearingDamage - Vehicle may only pivot once up to 90 degrees in the movement phase, and may not pivot in the Shooting Phase


   
Made in ca
Trustworthy Shas'vre




Those are kinda hard to apply in some cases, for example, a Tau Hammerhead piloted by Longstrike explicitly only has one crew member, so if it suffers that, the vehicle should technically be wrecked. On the other hand, many imperial vehicles come with several manned sponsors which wouldn't be effectively neutralized if the primary gunner for the vehicle is killed.

I think the current options for Immobilized and Weapons Destroyed work pretty well for simulating the sort of incidental damage a vehicle might face.

Tau and Space Wolves since 5th Edition. 
   
Made in us
Longrifle




There are a lot of AP 3 and 4 weapons that are still anti-tank rounds. Mostly the various forms of missiles; High Yield, Krak, etc. The chart is fine as is.

Almost all vehicles have total immunity to small arms fire, while MCs do not. MCs can be locked in combat, while (non-walker) vehicles can not. They are different, but they are fine.

If I were to change anything, I would go with something like this:

1-3 Crew Shaken
4 Crew Stunned
5 Weapon Destroyed
6 Immobilized
7 Explodes!

and add "+1 for each previous glancing or penetrating hit this phase" and bring back "-2 for glancing hits"

This way, your autocannon may still explode the raven, but it would be because a lot of rounds hit home.

   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

1-2, Shaken
3-4 Stunned
5 Weapon Destroyed
6 Immobilized.

Remove the ability for vehicles to be killed in one shot, period.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in gb
Long-Range Ultramarine Land Speeder Pilot






Manchester, UK

I'm going to be unpopular here, but here we go.

A BS4 unit with a strength 9, ap2 weapon i.e. Lascannon against an armour 13 vehicle.

Chance to hit, .66 recurring.
Chance to pen .33 recurring.
Change to explode .33 recurring.

Total possibility of a lascannon 1 shotting it? 7.2%

I don't think those are overly high odds. A 5 man dev squad with 4 lascannons? 28.8% chance?

If you throw your tank into the line of fire, expect to get it killed

The rules are fine as they are.

This message was edited 1 time. Last update was at 2014/02/14 13:36:20


   
Made in us
Hurr! Ogryn Bone 'Ead!




A Place

That's assuming you can keep your tanks out of the line of fire. Ever tried keeping a monolith out of the line of fire?

Yeah that doesn't really work so well.
   
Made in gb
Long-Range Ultramarine Land Speeder Pilot






Manchester, UK

Its armour reflects that and makes it very difficult to bypass.

   
Made in us
Fresh-Faced New User






Yeah looking at the actual odds I guess it might make high AV vehicles a bit too powerful. It's hard to make any new rules that don't break something else.
   
Made in gb
Long-Range Ultramarine Land Speeder Pilot






Manchester, UK

The chances are you might get a couple of glances and a damage result which is probably about fair.

At the risk for being a fanboy for the rules.. I think it makes it relatively random and on occassion, exciting.

   
 
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