sorcerorofkhorne wrote:rule
AP 1 rule add on : ignores cover from woods and forests (why would an
AP one weapon go throw a terminator and not a stick
rule
cover rule add on : if a unit passes a cover save the object that gave it the cover save gets hit instead i.g. 2 enemy squads one in front of the other you fire at the further squad and they pass a cover save granted from the other squad the other squad gets hit automatically same with builds
rule
when a vehicle explodes the difference of the result and 6 is added to the strength of the blast radius and inside e.g. a meltagun roles a six on the damage chart of an enclosed vehicle which the result would be 8 so as the blast radius is strength 3 its plus 2 for the difference between the result and 6 is two and then inside would be 4 but instead is 6
rule
after one round of combat of a unit attacking a transport on a 5+ (role in the fight sub phrase) the unit inside can attack with grenades out of fire hatches (as if they was using them in an assault you a 5 or six is rolled for this the vehicle is classed as open topped to grenade attacks in combat for that turn
this is some rules i was thinking what do you think i think these would would be more realistic for example the third rule why if you do so much damage with a powerful weapon would it havr the same effect with a less powerful weapon
AP1 add-on: Sure, it goes through a Terminator and a stick pretty easily. You still have to aim properly, and it's kind of hard to see people hanging out in woods clearly. This seems like an unnecessarily finicky rule, not sure I'd include it.
Cover add-on: Most terrain isn't destroyable, which makes this highly situational. Passing cover saves from another unit making you hit that unit is interesting, though, go for it.
Explosion Strength: ...I'm not exactly sure what you're trying to say here...as far as I can tell it means that AP1 and 2 weapons cause higher-Strength explosions? Why? If the vehicle's ammunition cooks off and its fuel tanks explode, it doesn't matter if they were ruptured by a meltagun or an autocannon, it's going to make about as large a boom. The secondary explosion probably isn't going to be modified by the firing weapon if it isn't altered by the likelihood of the weapon causing ammo to cook off in the first place (I mean, being hit by an explosive shell or a heat beam is one thing, but being hit by a large fist? How is that going to cook off ammo reserves?).
Allowing units to toss grenades out of fire points: Honestly, this is just asking for trouble. If you allow this then people are going to start demanding to be able to toss grenades in fire points and things will rapidly degenerate into an argument about the effects of explosions in confined spaces (not pretty).