This idea comes from all the chatter lately. And from ideas of a
D10 system.
A
D12 table is more to memorize. Yes I agree. Yet under this system, vehicles can't be glanced to death and
AV 10 armor is only effected by Str6 weapons. Instead of Hull points, you have the table results. an index card should cover the results as well as a few markers.
AV10 vehicles would see the table much more often. Does it mean that flyers would need updates to their weapons so that they'd be able to pen av10, perhaps?
Also by expanding +1 modifier to AP3 you make more weapons viable against
MC's and vehicles because they'll impact the damage table.
I gave
MC's and
GC's the ability to ignore the table until they've suffered a few wounds so that Tyranids have a chance. But after they've lost the prerequisit wounds, those Wraithknights and other
GC's could be 1 shotted.
The table for
MCs GCs and Vehicles adds a lot more realism the battle. I especially like crippled, shutdown/or paralizing hit. makes people think about taking a tech marine. Offers a big counter to
MC/
GC's raging around the board.
Death frenzy is designed to have major consequences for players that bubble wrap them or have them loitering in the back field. if they go down in a frenzy, they're going to take a unit with them hopefully.
Haywire Fix - for each successful haywire hit, roll a dice. on a 3+ roll on the damage table with a -1 modifier.
- Haywire can now affect vehicles and
MC/
GCs but cannot cause a result of 12.
ALSO Fix to Eldar Distort Weapons - All D weapons on except for Titan grade ones are - 2 on the table
I really think that it simplifies attacks against vehicles. Roll to hit. Roll to pen. If pen is successful, roll on the table and apply modifiers if AP1,2,3 or D. Makes them far more resilient and also serves to add more modifiers to
GC's and
MC's that are terribly out classing other unit types. Far fewer weapons can hurt vehicles now making them more effective.
MCs and
GCs will now suffer penalties when they start losing wounds.
I'm not saying the rule changes and table is perfect but I think this is the most viable solution to the power creep.
Automatically Appended Next Post: Updated
Vehicles
+
AV values Stay the same
-Glancing hits go away - to roll on the table, the vehicle must suffer a pentrating hit
-Vehicles cannot be immobilized by terrain anymore
-Hull points go away Removed - Keep Hull points, only loose hull points on Pens
SHV
Super Heavy vehicles ignore all table results under 7 - this is effectively the following rule but allows for weapons to be destroyed -
Any effects from Shaken, Stunned, Immobilised or Weapon Destroyed are ignored (they still lose the HP).
+Super Heavy vehicles subtract 2 from rolls on the damange table table.
+Immediately after losing its last
HP, it suffers Catastrophic Damage. Special Rules
+Invincible Behemoth: Any effect that Explodes or removes from play the vehicle loses D3
HP instead. Attacks that permanently lower the
AV have no effect.
D Weapons - if a unit survives a Weapon hit add 4 to the roll when rolling on this table
AP 1 Weapons add 3 to the table results
AP 2 Weapons add 2 to the table results
AP 3 Weapons add 1 to the table results
Table values
2 or less Nothing - the attack harmlessly deflected off your armor.
3 or 4 - shaken - fires snap shots until the next turn
5 or 6 - stunned - can't move until the next turn
7 crippled - vehicle can only move their minimum distance(combat speed) in the movement phase and cannot flat out.
9 Control damage - vehicle cannot turn or pivot. can only move in the direction its facing.
10 Immobilized, but can still fire weapons, attack at initiative 1 in close combat if it is assaulted. Can still use psychic powers.
11 Shutdown- vehicle becomes immobile and can no longer fire. Can be repaired by units that repair vehicles.
12 Explodes - vehicle explodes - Loses D3 hull points
Gauss weapons change - Rolls of 6 cause penetrating hits
Haywire Fix - for each successful haywire hit, roll a dice. on a 3+ roll on the damage table with a -1 modifier.
- Haywire can now affect vehicles and
MC/
GCs but cannot cause a result of 12.
MC /
GC table - The following table is rolled on after the
MC or
GC loses 2 wounds
02 or less. Nothing
03 or 04. Shaken - fires snap shots until the next turn
05 or 06. Stunned - Can't attack until the next turn unless charged and then it attacks at Initiative 1.
07. Crippled -
MCs and
GCs can only move 6" at a time and cannot run or do jetpack moves. Can only charge
D6+3 inches - Remainder of the game
08. Weapon destroyed - same as before
09. System/Nerve damage - Must pass a leadership check perform any action - leadership checks at a -2 leadership.
10. Paralyzing damage - Can no longer move, shoot, make close combat attacks or use psychic abilities until the next turn.
11. Immobilized - Can no longer move for the remainder of the game
12. Explosion - Cause d3 wounds. These wounds would be on top of the wounds suffered during a hit.