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		<title><![CDATA[Latest posts for the thread "Behemoths of War- Revised Tank Rules for the Sixth Edition (WIP)"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Behemoths of War- Revised Tank Rules for the Sixth Edition (WIP)"]]></description>
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				<title>Behemoths of War- Revised Tank Rules for the Sixth Edition (WIP)</title>
				<description><![CDATA[ A simple armor to toughness conversion to make tanks a bit tougher:<br /> <br /> <br /> --<span class="glossaryitem" onmouseover='gp(9);'>AV</span>---T---<span class="glossaryitem" onmouseover='gp(157);'>Sv</span>, for tanks-- skimmers -- flyers<br /> --14--10------------1+-----2+--------------3+----<br /> --13---9-------------1+-----2+--------------3+----<br /> --12---8-------------1+-----2+--------------3+----<br /> <br /> and so on...<br /> <br /> W = <span class="glossaryitem" onmouseover='gp(661);'>HP</span> +1<br /> <br /> Armor facings stay the same as before. In addition tanks are immune against: Poison, Instant death, Fleshbane, Shred, Sniper<br /> <br /> Whenever a vehicle looses more than half it's W during one turn roll on the integrity-table:<br /> 1-2 Weapon destroyed<br /> 3-4 Immobilized<br /> 5     Wrecked<br /> 6     Explode<br /> <br /> Armourbane - treat tanks T as 3 lower, add +1 if there is a role on the integrity table this turn<br /> Tankhunter - rerol failed to-wound rolls against tanks<br /> Lance - treats everything over T8 as T8<br /> Impulse - automatically wound tanks on a 2+ and ignores armour<br /> Rending - against tanks a successfull rend only ignores armour<br /> Melter - when in halve range treat tank's T as 3 lower, add +1 if there is a role on the integrity table this turn<br /> <br /> <br /> For all army specific roles:   everything which lowers <span class="glossaryitem" onmouseover='gp(9);'>AV</span> instead lowers T,   everything that deals <span class="glossaryitem" onmouseover='gp(661);'>HP</span> damage now deals W,    everything which deals automatic penetrates does 1d2 wounds instead<br /> <br /> Thoughts?]]></description>
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				<pubDate><![CDATA[Fri, 6 Sep 2013 19:19:35]]> GMT</pubDate>
				<author><![CDATA[ DrunkPhilisoph]]></author>
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				<title>Re:Behemoths of War- Revised Tank Rules for the Sixth Edition (WIP)</title>
				<description><![CDATA[ In general I think <span class="glossaryitem" onmouseover='gp(3);'>40k</span> could benefit from a straight conversion of vehicles to "creatures", or at least for walkers. They've been blurring the line for awhile now and the difference in durability is HUGE.<br /> <br /> What you're proposing is a little bit clunky - the integrity table in particular. And I'm confused about the armor save values. Do you really intend for all tanks to have a 1+ save? That would make them invulnerable to most weapons in the game.<br /> <br /> What I'd do for armor-to-toughness/save, and this could be adjusted on a case-by-case basis:<br /> <br /> <u>--<span class="glossaryitem" onmouseover='gp(9);'>AV</span>----T------<span class="glossaryitem" onmouseover='gp(157);'>Sv</span>-- </u><br /> --14---10-----3+<br /> --13----9------3+<br /> --12----8------3+<br /> --11----7------3+<br /> --10----7------4+<br /> <br /> (reasoning behind the Av10 to T7 conversion: lasguns and the like should not be affecting light vehicles)<br /> <br /> I would do straight <span class="glossaryitem" onmouseover='gp(661);'>HP</span> to Wounds in most cases, and I would scrap the integrity table for now. The mechanic for it seems clunky, and re-introducing the ability to one-hit kill (or almost one-hit kill) a vehicle kind of makes the whole conversion to toughness values redundant. Plus in most games I play, vehicles are glanced to death or exploded far more often than any immobilized/weapon destroyed results appear.<br /> <br /> Then you modify things from there, keeping it as simple as possible (I kept a bunch of your ideas, credit where credit is due):<br /> <li>All vehicles have Fearless, Eternal Warrior, unaffected by Poison, Sniper, and Fleshbane</li><br /> <li><span class="glossaryitem" onmouseover='gp(149);'>Ws</span> = 0 if stationary or 1 if moving</li><br /> <li>Movement rates and the limitations on firing weapons are unaffected</li><br /> <li>Shred grants no re-roll.</li><br /> <li>Rending is unaffected.</li><br /> <li>Open-topped = -1 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span></li><br /> <li>Melta, Armorbane, and Tank Hunter grant a re-roll to wound.</li><br /> <li>Lance treats over T8 as T8 (good idea)</li><br /> <li>Weapons or effects that cause an automatic glancing hit or remove a hull point remove 1 wound instead</li><br /> <li>Weapons or effects that cause an automatic penetrating hit, or weapons are AP1, do 2 wounds</li><br /> <li>Effects that would restore a hull point or repair a weapon destroyed or immobilized result will restore a lost wound instead</li>]]></description>
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				<pubDate><![CDATA[Fri, 6 Sep 2013 20:58:49]]> GMT</pubDate>
				<author><![CDATA[ CalgarsPimpHand]]></author>
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				<title>Behemoths of War- Revised Tank Rules for the Sixth Edition (WIP)</title>
				<description><![CDATA[ Ahhh damn, knew I was forgetting something.<br /> <br /> The idea behind SV1+ was to make tank hunting more of it's own niche again. The impression I got so far was that there are two weapons in <span class="glossaryitem" onmouseover='gp(3);'>40K</span>:<br /> 1. Specialist weapons (Lasercannon, flamers, etc.)<br /> 2. versatile weapons (plasma)<br /> <br /> The first kind should only be good at one thing, but very good at that. The second kind should be better than average at a maximum of two jobs.<br /> <br /> By giving tanks a 1+ save (which acts like a 2+ but can only be countered by ap1), I wanted to nerf plasma, while giving tanks a noticeable boost to survivability against mid range weaponry, but not against specialist anti tank weaponry.<br /> <br /> (Also Lascannons and weapons which fill a similiar role would be upped to ap1)<br /> <br /> <br /> Just giving melter and armourbane rerolls would be a serious nerf for those weapons, and I don't think it is the dedicated anti <span class="glossaryitem" onmouseover='gp(9);'>AV</span> that needs a nerf.<br /> <br /> <br /> The integrity table is mostly there to give vehicles a decidedly different "flavor" when compared to <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s and is admittedly the weakest/less thought out part of the system <span class="glossaryitem" onmouseover='gp(258);'>atm</span>.]]></description>
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				<pubDate><![CDATA[Fri, 6 Sep 2013 22:18:30]]> GMT</pubDate>
				<author><![CDATA[ DrunkPhilisoph]]></author>
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