I've seen a number of comments in various rules discussions about three stage damage resolution being preferable to two stage, but would like to explore how to attempt to implement a two stage resolution process with home brew rules roughly similar to the 40k rules. So for this discussion three stage resolution is notan option except perhaps as a hybrid 2/3 stage resolution with the norm being two stage. Also, I don't care about being limited by any current stats for models in the game but would rewrite the stats as necessary to make the units interact in a way that feels right.
My first thought is that d6 isn't the right way to go with two stage resolution as there isn't enough variability. I think d10 would be the better option or perhaps d12, but 10 is a nice round number so I prefer that. This gives 100 possible outcomes each time an attempt is made damage.
Right now a bs3 model shooting a s3 ap5 weapon at a t4 model in power armor has a 5.5% chance of wounding the target so how do you get roughly the same odds with a d10 and two stage resolution? First BS needs to be reduced from 50% chance to hit to something lower. Let's give that model a new BS score of 3. Add the result of a d10 and it is a hit if the total is 11 or higher. Now there is a 30% chance of hitting.
With a 20% chance to wound and beat the armor, the shooting will be roughly as deadly as it is now. I propose giving the weapon a combined S/AP value and the defense a combined T/AV value. To make this work the S/AP combined value will be 6 and the combined T/AV value will be 10. Roll a d10 and add the result to the shooter's S/AP score of 6 and if the result equals or exceeds the defender's T/AV +5* the defender is wounded. A roll of 9 or 10 will cause a wound.
This is the starting point but how do you treat things like poison weapons or weapons punching right through armor? Let's look at a weapon that has good enough AP to beat power armor, perhaps a plasma weapon. It will have a S of 6 and an AP of 8 with a combined S/AP score of 14. The model in power armor has T5 and AV5 for a combined score of 10. The stat line will read 14(6/8) for the gun and 10 (5/5) for the marine. Since AP8 is higher than the AV, the armor is useless so in resolving the damage we will only compare S vs. T. Roll a d10 and add the result to your S. If the result equals or exceeds defender's T+5*, the defender is wounded. So the defender is wounded on a 5+ or 60% of the time.
With a poison weapon, toughness has no relevance, if the armor is beat, you will probably suffer a wound. Poison weapons would only have an AP value and only roll to beat armor. Let's give a poison weapon trying to wound a marine an AP3 against the marine's AV5. If 3+d10 equals or exceeds 5+5*, the marine is wounded, so a roll of 7+ is needed to wound and the marine is wounded 40% of the time.
So that's the basic idea. How can it be improved within the basic parameter of using a two roll resolution system?
*The +5 is used to avoid charts when rolling and comparing competing scores such as S vs.T.
**Edited to adjust numbers and make resolution more streamlined.
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