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Made in us
Mutilatin' Mad Dok






So, I was reading the "fixing Land Raiders" thread and people are talking about how punishing the vehicle damage chart is for high cost vehicles (as opposed to lower cost ones), hence the Land Raider being a risky choice.

With that in, mind, I thought that the Explodes result on a 6+ should instead do extra HP damage and IF that causes the vehicle to lose it's last hull point, then it Explodes (exactly as written now).

There are a few ways to go about this. The simplest and my favorite, would be to have a 6+ simply do 1 extra HP of damage (with the requisite explosion if this attack reduces it to 0 HP). With this choice the Super-heavies would no longer take an extra D3 hull points, otherwise they'd be more fragile than smaller vehicles.

Another way is to have it do an additional d3 hull points on a 6+. Leaving Super-heavies as is.

A third option would be:

6 = 1 additional HP
7 = 2 additional HPs
8+ = 3 additional HPs


Just thinking out loud, but I kind of like it.

   
Made in us
Fixture of Dakka





How bout replace Explodes! with Boom!

Lose d3 HP. If not reduced to 0-, do a s3 explosion, but vehicle remains. Otherwise, Explodes!

Just a thought. Also wouldn't need a difference between superheavies and non. And, more Explosions! Because one boom per Land Raider makes Orkz sad.
   
Made in us
Mutilatin' Mad Dok






Bharring wrote:
How bout replace Explodes! with Boom!

Lose d3 HP. If not reduced to 0-, do a s3 explosion, but vehicle remains. Otherwise, Explodes!

Just a thought. Also wouldn't need a difference between superheavies and non. And, more Explosions! Because one boom per Land Raider makes Orkz sad.


Definitely has some merit, thought I'm not sure it's quite worth the extra work to do an explosion. It's cool idea though. Or maybe just a S3 on passengers as internal explosions rock the vehicle.

   
 
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