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Made in us
Longtime Dakkanaut





1-2 crew shaken. Any shots fired by the vehicle or embarked models are snap shots for the current and following player turn. Vehicle loses 1 hp

3-4 crew stunned. The vehicle may not move or shoot during the current and following player turn. Vehicle loses 1 hp.

5- immobilized. The vehicle may not move for the remainder of the game, including pivoting, unless repaired. If the vehicle is already immobilized treats this result as weapon destroyed. Vehicle loses 1 hp.

6- weapon destroyed. Both players roll a d6. The winner picks a weapon on the vehicle to be destroyed. Ties are wins for the attacking player. The weapon cannot be used unless repaired, and is not counted as a weapon while destroyed for future results on this table. If the vehicle has no valid weapons, then it is immobilized. If already immobilized treats this result as a 7. Vehicle loses 1 hp.

7+ Weapon destroyed as well as :for each point more than 6 scored remove an additional hull point from the vehicles current hull points. If this results in the vehicle going to 0 go the vehicle explodes in a d3+3" radius. Any units within range suffers a strength 4 ap - hit.

This message was edited 1 time. Last update was at 2016/06/23 00:18:02


 
   
Made in au
Crushing Black Templar Crusader Pilot






Well first off, saying that the vehicle losses one Hull Point for every result is unnecessary (pedantic, I know) because these results (presumably) can only be scored by first achieving a Penetrating Hit (which automatically inflict one Hull Point).

blaktoof wrote:
3-4 crew stunned. The vehicle may not move or shoot during the current and following player turn.


Why has this been turned into a (default) Immbolised result kitted with extras? Seems a bit too much. Also, why the increase from a D6 result of 4 to the set of D6 results {3, 4}?

blaktoof wrote:
5- immobilized. The vehicle may not move for the remainder of the game, including pivoting, unless repaired. If the vehicle is already immobilized treats this result as weapon destroyed.


This seems like an unnecessarily potent result. What's the reasoning? Also, why has it switched 'positions' on the VDT with the Weapon Destroyed result?

blaktoof wrote:
6- weapon destroyed. Both players roll a d6. The winner picks a weapon on the vehicle to be destroyed. Ties are wins for the attacking player. The weapon cannot be used unless repaired, and is not counted as a weapon while destroyed for future results on this table. If the vehicle has no valid weapons, then it is immobilized. If already immobilized treats this result as a 7.


Again, why has this switched 'positions' with the Immoblised result? Also, what's with the roll-off? Most players I know keep it a little more simple with a D6 being rolled by the vehicle's owning player and each result (or set of results) represents a specific weapon. Also, there's a lot of jumping around in this result to Immobilised and the 7+ result, which seems unnecessary and annoying.

blaktoof wrote:
7+ Weapon destroyed as well as :for each point more than 6 scored remove an additional hull point from the vehicles current hull points. If this results in the vehicle going to 0 go the vehicle explodes in a d3+3" radius. Any units within range suffers a strength 4 ap - hit.


I'm not entirely sure what you mean by "for each point more than 6 scored remove an additional hull point". Also, this seems to be a little uneccessary. What was wrong with the default 7+ result? Also, what about exploding and flyers?


I'm confused as to why these changes are warranted. What made you want to write this rule? And could you please justify why you've written each result as it is in the original post?
   
Made in us
Longtime Dakkanaut





The current weapon destroyed result defaults to immobilized if there are no weapons left.

The idea is that the damage table is progressively worse, with weapon destroyed being listed after immobilized due to many times weapons on a vehicle are more protected than tracks/enginess etc. In prior editions sponson and turret weapons often had higher armor values than the hull for example- when you could target them separately.

The 7+ result is a weapon destroyed result that causes +1HP loss per value over 7.

if you are AP1 and roll a 6 you get an 8 (ap 1 is +2 to ap rolls..) meaning you cause 3 hps of damage and a weapon destroyed result.

This version of the VDT gives AP 1 weapons the ability to still blow things up in 1 shot, but mitigates the huge difference in vehicles being 1 shot blown up compared to multi wound models/MCs/GMCs which are more or less immune to being 1 shotted by any weapon unless it has instant death- which is increasingly very rare.

Currently the game sees AV as a liability when you can take multiwound models which fight at full capacity until reduced to 0 wounds. Often being toughness 6+ so they can ignore doubling of strength for instant death reducing the number of things that can 1 shot them to very very few. This would balance the two against each other more by making vehicles less of a death trap- while still allowing AP1 and AP2 weapons a role in destroying vehicles.
   
Made in us
Fixture of Dakka





There are some related discussions in a sibling thread you might want to check out.

For vehicle tables, what if we just made 'Explodes!' Be +D3 HP, and if it reaches 0, then it Explodes!

Alternately, we reduce the table by 1 each, and replace 'Explodes!' With 'Secondary Damage': If the pen has an AP value, vehicles instead lose D6-AP HP, minimum 1. If this reduces the HP to 0 or lower, the model suffers an 'Explodes!' result.
   
 
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