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		<title><![CDATA[Latest posts for the thread "Increasing Vehicle Survivability in 6th Edition"]]></title>
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				<title>Increasing Vehicle Survivability in 6th Edition</title>
				<description><![CDATA[ The boring stuff:<br /> <div style="margin-top:5px; margin-bottom:10px;">
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I was talking to a friend recently, and we decided that, save for those that are just out right under-costed as it stands, *cough* wave serpants *cough,* there really aren't any "good" vehicles. Mostly, this is because most vehicles have a chance of just being wiped from the map before they can do anything. Now, this can be said of nearly anything, but vehicles tend to be expensive, and the chance that they'll be or just made useless seems, to both me and my friend, to be a bit high. So, we had this idea.
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</div><br /> <br /> The idea:<br /> <br /> Whenever a vehicle is penetrated, reduce the result of the penetration test by the number of hull points the vehicle has after the reduction from taking the penetrating hit. This reduction is made after all other modifiers have been applied, and can not reduce the result to less than 1.<br /> <br /> Example:<br /> A Tau Rail Gun (<span class="glossaryitem" onmouseover='gp(123);'>Str</span>. 10, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1) is fired at a Space Marine Land Raider (<span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14, <span class="glossaryitem" onmouseover='gp(661);'>HP</span> 4). The Rail Gun successfully hits, and rolls a 5 to penetrate. The Land Raider immediately looses a hull point, assuming it has no cover save to make. The Tau player rolls to determine the result for the penetrating hit on the damage table, and rolls a 4. The 4 is increased to a 6 on the damage table, because the Rail Gun is <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1, and is then reduced to 3, because the Land Raider still has 3 remaining hull points.<br /> <br /> Questions? Comments? Concerns? Respond away!<br /> <br /> If anyone wants to try this system out, I'd be eternally grateful if you posted how it affected your gaming experience here. (I would suggest not using this rule if either player is using any vehicle that you both agree is already overly potent.)<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 12 Nov 2013 01:55:26]]> GMT</pubDate>
				<author><![CDATA[ Necroes]]></author>
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				<title>Re:Increasing Vehicle Survivability in 6th Edition</title>
				<description><![CDATA[ That actually sounds like a really good way of doing it to me, but why not rather you lose the hull point after you calculate damage so an undamaged land raider would reduce it by 4 on the first penetrating hit, then loses a hull point putting it down to 3 ? <br /> and when a vehicle loses its last <span class="glossaryitem" onmouseover='gp(661);'>HP</span> does it get wrecked or does it then get +1 on damage or something ?]]></description>
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				<pubDate><![CDATA[Tue, 12 Nov 2013 02:48:02]]> GMT</pubDate>
				<author><![CDATA[ Warp Angels]]></author>
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				<title>Increasing Vehicle Survivability in 6th Edition</title>
				<description><![CDATA[ The rule is as I've stated it. Otherwise, the rules are unchanged, so the vehicle is still destroyed when the last hull point goes away.<br /> <br /> I didn't want to change the way the system works now Too much, as I'm not exactly against how they nerfed vehicles from fifth. I wanted to increase the survivability of vehicles, without making them overly potent.<br /> <br /> I decided to deduct the hull points before making the reduction to the die roll to balance making said reduction After adjusting for <span class="glossaryitem" onmouseover='gp(6);'>AP</span> and the like. It seemed more balanced that way, to me.]]></description>
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				<pubDate><![CDATA[Tue, 12 Nov 2013 03:08:19]]> GMT</pubDate>
				<author><![CDATA[ Necroes]]></author>
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				<title>Increasing Vehicle Survivability in 6th Edition</title>
				<description><![CDATA[ That is probably the best balanced way to do it and makes sense still in a way. I will ask people at my local store if they are interested in trying it.<br /> <br /> 5th edition vehicles were to powerful, 6th majority die to easily or quick, this will have more balance, smart idea dude.]]></description>
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				<pubDate><![CDATA[Tue, 12 Nov 2013 03:35:15]]> GMT</pubDate>
				<author><![CDATA[ Dat Guy]]></author>
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				<title>Increasing Vehicle Survivability in 6th Edition</title>
				<description><![CDATA[ I agree with warp angels.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 12 Nov 2013 04:38:15]]> GMT</pubDate>
				<author><![CDATA[ NL_Cirrus]]></author>
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				<title>Increasing Vehicle Survivability in 6th Edition</title>
				<description><![CDATA[ Well, so far it looks like everyone likes the rule, or wants the same thing but better... anyone against it?]]></description>
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				<pubDate><![CDATA[Wed, 13 Nov 2013 03:17:29]]> GMT</pubDate>
				<author><![CDATA[ Necroes]]></author>
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				<title>Increasing Vehicle Survivability in 6th Edition</title>
				<description><![CDATA[ Added a poll.<br /> <br /> I was considering changing the rule as, on further thought, I realized that as it sits now, this would prevent any result of a 6 (vehicle destroyed) until the last hull point is removed. <br /> <br /> Possible alternatives include:<br /> <br /> A.) Having the reduction to the damage roll occur before reduction, with the modifier being the hull points of the vehicle when it's hit.<br /> Ex. as before, with changes: The roll of 4 is reduced to 1, then increased to 3.<br /> <br /> B.) Having all modifiers added together, then making the adjustment. The reduction may be calculated before or after the hull point is removed, but leaning towards after.<br /> Ex. as before, with changes: The addition from <span class="glossaryitem" onmouseover='gp(6);'>AP</span> (+2) is added to the reduction from hull points(-3/4) with an end result of a 3/2 on the damage table.]]></description>
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				<pubDate><![CDATA[Thu, 14 Nov 2013 09:04:52]]> GMT</pubDate>
				<author><![CDATA[ Necroes]]></author>
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				<title>Increasing Vehicle Survivability in 6th Edition</title>
				<description><![CDATA[ I don't understand why vehicles weren't given armor saves versus glances. ]]></description>
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				<pubDate><![CDATA[Mon, 2 Dec 2013 08:37:33]]> GMT</pubDate>
				<author><![CDATA[ thunderingjove]]></author>
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				<title>Re:Increasing Vehicle Survivability in 6th Edition</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> you're addressing the wrong aspect of vehicle durability. The damage table is fine and gives plenty of durability against single shots, the problem is vehicles dying too quickly to <span class="glossaryitem" onmouseover='gp(661);'>HP</span> loss, especially to mid-strength weapons. And the solution there, if you want a simple one, is to increase the <span class="glossaryitem" onmouseover='gp(661);'>HP</span> of most vehicles by 1-2.]]></description>
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				<pubDate><![CDATA[Mon, 2 Dec 2013 08:59:48]]> GMT</pubDate>
				<author><![CDATA[ Peregrine]]></author>
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				<title>Increasing Vehicle Survivability in 6th Edition</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/febd8614e841bb0734d94e070582caad.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/562677/6303901.page"><b>thunderingjove wrote:</b></a><br/>I don't understand why vehicles weren't given armor saves versus glances. </div></blockquote><br /> <br /> Because that would be insane, jink saves are already proving to be extremely effective. Imagine shooting a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> with a 3+ save on all glances.<br /> <br /> I like the idea of adding a couple more <span class="glossaryitem" onmouseover='gp(661);'>HP</span> on a vehicle by vehicle basis. Imagine a 4 <span class="glossaryitem" onmouseover='gp(661);'>hp</span> rhino? Really increases durability.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 4 Dec 2013 07:29:23]]> GMT</pubDate>
				<author><![CDATA[ Aijec]]></author>
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				<title>Re:Increasing Vehicle Survivability in 6th Edition</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6e2a7a65b40f1b794057fa352dcb053f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/562677/6303927.page"><b>Peregrine wrote:</b></a><br/><span class="glossaryitem" onmouseover='gp(72);'>IMO</span> you're addressing the wrong aspect of vehicle durability. The damage table is fine and gives plenty of durability against single shots, the problem is vehicles dying too quickly to <span class="glossaryitem" onmouseover='gp(661);'>HP</span> loss, especially to mid-strength weapons. And the solution there, if you want a simple one, is to increase the <span class="glossaryitem" onmouseover='gp(661);'>HP</span> of most vehicles by 1-2.</div></blockquote><br /> <br /> I don't see this is as the issue.  If you dedicate a LOT of firepower, you should be able to take down a single vehicle.  My issue has always been the one penetrating shot killing a vehicle.  Granted, I have been very unlucky my last 3 games where I have lost my Wave Serpent on Turn 1 (the <span class="glossaryitem" onmouseover='gp(620);'>ODDS</span>)!]]></description>
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				<pubDate><![CDATA[Thu, 5 Dec 2013 18:57:35]]> GMT</pubDate>
				<author><![CDATA[ Farseer Pef]]></author>
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				<title>Re:Increasing Vehicle Survivability in 6th Edition</title>
				<description><![CDATA[ I think I might try to convince other to use this rule <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 6 Dec 2013 04:08:51]]> GMT</pubDate>
				<author><![CDATA[ thepowerfulwill]]></author>
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				<title>Increasing Vehicle Survivability in 6th Edition</title>
				<description><![CDATA[ Has anyone been able to test this in an actual game?<br /> <br /> No one I play against is willing to try it.]]></description>
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				<pubDate><![CDATA[Tue, 10 Dec 2013 11:04:06]]> GMT</pubDate>
				<author><![CDATA[ Necroes]]></author>
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