Hey guys,
This post's original content has been edited.
Two things have really bugged me about the
Vehicle Damage Table for a while now and I reckon they need to be fixed. The first is when additional Immobilised results cause the infliction of additional Hull Points. This is a bit too powerful if you ask me. The second is the Explodes! result when being applied to vehicles that are not flyers. As fun as it is to explode a Land Raider that has the full 4 Hull Points remaining, it seems too powerful. So here's what I propose:
Immobilised Result
Additional Immobilised results on a vehicle that is already Immobilised do not inflict additional Hull Points.
In addition, if a vehicle suffers one or more additional Immobilised results, then the vehicle is treated as suffering a Crew Stunned result.
NB: This is designed to change this particular aspect of the result, with all other aspects of the result remaining the same.
A roll of 7 inflicts the following results:
-- Crash and Burn! Result on flyer vehicles.
-- For non-flyer vehicles, roll a D6 with no modifiers and apply the corresponding result on the Vehicle Damage Table.
-- -- If the vehicle has already suffered that result, it suffers an additional Hull Point (but the effect is not applied again).
-- -- If the vehicle has not already suffered that result, it is applied as normal.
A roll of 8+ inflicts the following results:
-- Crash and Burn! result as described above (which has no effect on non-flyer vehicles).
-- Explodes! result (which has no effect on flyer vehicles).
Vehicle Death
When a Vehicle is wrecked but does not suffer an Explodes! Result as a consequence of a Penetrating Hit, roll 2D6. On a result of an 11+, the vehicle suffers and Explodes! Result as described on the Vehicle Damage Table.
In light of
this thread and some thinking, I came up with an alternative Armour Save suggestion:
Vehicle Armour Saves
For every successful Glancing Hit or Penetrating Hit it suffers, a vehicle may take an Armour Save that is equal to 16 subtract the Armour Value of the Armour Facing which suffers the Glancing/Penetrating Hit.
For Example: A Vindicator suffers a Penetrating Hit against its Front Armour which has an Armour Value of 13, and a Glancing Hit against it’s Side Armour which has an Armour Value of 11. Using the above formula, the Vindicator may make a 3+ Armour Save against the Penetrating Hit and a 5+ Armour Save against the Glancing Hit.
The above applies to Armour Facings with an Armour Value of 14 or less. For Armour Facings with an Armour Value of 15 or greater are treated as having a 2+ Armour Save.
Open-Topped Vehicles apply a –1 Modifier their Armour Save to a minimum of a 6+ Save.
Super-Heavy Vehicles apply a +1 Modifier to their Armour Save to a maximum of a 2+ Save.
Under no circumstances whatsoever may a vehicle gain the ability to re-roll their Armour Save.
Vehicle Armour Saves are not negated by the Armour Penetration value of a weapon.
What are your thoughts on these updates?
Cheers guys