Just a simple fix which would probably avoid a certain amount of complication currently in 40k.
All armor values are removed and replaced with a toughness/wounds mechanic. Armorbane, Fleshbane, Poison and Haywire would all either work against vehicles or non vehicles. Haywire would simply be 'vehicle poison'. Poison would not work against vehicles. You could even remove Armorbane/Fleshbane to colapse rules by making them Haywire/Poison (2+)
-Vehicles lose no effectiveness until losing their last wound.
-Vehicles can still be immobilized via terrain if they fail a difficult terrain test.
-Vehicles which lose their last wound to wound roll of '6' explode similar to the old chart, otherwise are wrecked.
-You can still have designations like 'fast', 'heavy', 'skimmer' with all the appropriate perks.
-Any vehicle hit in its front have a +1 to its toughness, -1 Toughness in the rear. (not married to it, however it does allow for 'facings')
A quick and dirty way to convert wounds/toughness are as follows. The toughness is equal to the average of the three sides minus 5 (rhinos have a 6 toughness, landraiders have a 9). Hull points equal wounds although if you feature at least one armor facing of 13 you gain 1 wound, 2 wounds if you at least feature a 14 armor. Vehicles also feature an armor save compared to its side armor, starting at 6+ for a 10 armor going down to a 2+ for a 14 armor.
Some examples: Venoms 5 T 2 W 6+ , Rhino 6 T, 3 W 5+, Stormraven 7 T, 4 W 4+, Landraider 9T, 6W, 2+, etc.
There are other quibbles that would need to be worked out however it would easily bring less complexity to the game. Some oddities are things like bolters hurting rhinos and the like however its worth it IMO to remove a whole statistic from the game and streamline.
Thoughts?
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