Gimlinator wrote:its all dancing around the elephant in the room
AP is simply too good as it is.
as a stat its too binary and i didn't see any way on how to solve it until it struck me
the dice gods need to decide this for us.
remove
AP altogether and let wound rolls decide
ap values based upon strength vs toughness.
strength is equal or lower then tougness = no
ap
strength beats toughness by 1 = -1
ap on wound roll of 6
strength beats toughness by 2 = -1
ap on wound rolls of 5+
strength beats toughness by 3 = -1
ap on 4+ wound roll -2 on 6+
strength is double or more = - 2
ap on 4+ roll -3
ap on 5+ roll
melta type weapons get to roll a 1d6 on their strength roll
there could be various
HQ and elite weapons out there with added armor penetration but none of those should ever offer more then -1
ap
power swords..... idk what to do about that
Ignoring any balance issues with that, of which I can assure you, there are many, it's annoying and random. I don't want to divide a pile of wounds into AP0,
AP-1,
AP-2, etc., based on what I rolled, then have my opponent roll saves against each type.