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		<title><![CDATA[Latest posts for the thread "Super Heavy Immobilised result = Crippled"]]></title>
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				<title>Super Heavy Immobilised result = Crippled</title>
				<description><![CDATA[ It frustrates me that Knights are immune to everything but Explodes! results.<br /> <br /> What if instead of super heavies ignoring immobilised results they get crippled meaning they can only move 6" instead of 12" basically moving like a regular walker.<br /> <br /> I say this thinking of Imperial Knights, not sure how it would effect things that aren't walkers.]]></description>
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				<pubDate><![CDATA[Mon, 2 Mar 2015 20:53:07]]> GMT</pubDate>
				<author><![CDATA[ Taffy17]]></author>
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				<title>Super Heavy Immobilised result = Crippled</title>
				<description><![CDATA[ That used to be a thing with the old damage table for superheavies, they removed it with the 6th ed apocalypse book. However, in that book, when playing that style game, all vehicles do that for record keeping purposes.]]></description>
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				<pubDate><![CDATA[Mon, 2 Mar 2015 21:58:39]]> GMT</pubDate>
				<author><![CDATA[ Lythrandire Biehrellian]]></author>
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				<title>Re:Super Heavy Immobilised result = Crippled</title>
				<description><![CDATA[ There is an old super heavy vehicle damage table out of the old Apocaplyse book and in some of the Forge World books.]]></description>
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				<pubDate><![CDATA[Thu, 12 Mar 2015 12:27:18]]> GMT</pubDate>
				<author><![CDATA[ Glitcha]]></author>
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				<title>Super Heavy Immobilised result = Crippled</title>
				<description><![CDATA[ I'd love to see Superheavies vulnerable to degrading from damage.<br /> <br /> Obviously, the full table standard would make them too easy to disable. But nearly no table - the way it is now - is too light.<br /> <br /> Perhaps a weaker table could be done, like:<br /> Shaken -&gt; One random weapon fires snapshots this round<br /> Stunned -&gt; One random weapon fires snapshots, and movement decreased 6&quot;, this round<br /> Weapon Destroyed -&gt; Weapon always snapshots<br /> Immobilized -&gt; Movement permanently decreased by 6&quot;. (Alternately, can only turn 90° each movement)<br /> Explodes -&gt; Catastrophic damage (d3 <span class="glossaryitem" onmouseover='gp(661);'>HP</span>, perhaps add a s4 aoe damage)<br /> <br /> It could even go further, where the second time a system is affected, its stronger: (Effects are cumulative)<br /> Shaken -&gt; If weapon chosen is already snapfiring due to shaken/stun/destroyed result, it can't fire at all this round<br /> Stunned -&gt; Same as above. Also, further decreases movement by 6&quot;. If it has less than 0 movement, it is immobile for the round.<br /> Weapon Destroyed -&gt; If already snapfiring from a Destroyed result, weapon is destroyed entirely.<br /> Immobilized: Same movement effects of Stunned, but is permanent<br /> Explodes: Scales well enough already<br /> <br /> Would be cool.<br /> <br /> Alternately, they could have some sort of protection to, but still be affected by, the normal table. For instance:<br /> -Roll Pen effects as normal<br /> -Superheavies get 'Hull Saves'. Roll a check, using remaining Hull Points as the stat, probably using the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> skill table. On success, its just a lost <span class="glossaryitem" onmouseover='gp(661);'>HP</span>. Failure means the pen effect.<br /> <br /> This would mean a Phantom titan is not gonna get slagged by the first melta that pens it (well, about a 1% chance), but immobilizing that Knight is quite possible.<br /> <br /> Alternately, there is something like this, not necessarily just for superheavies:<br /> Take the Pen effect number. Subtract remaining <span class="glossaryitem" onmouseover='gp(661);'>HP</span>. If 0 or under, its a glance. Otherwise, apply the pen effect. Probably use the 6ed table for this, though.<br /> <br /> Lots of ideas come to mind. But something more meaningful would be fun.]]></description>
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				<pubDate><![CDATA[Thu, 12 Mar 2015 12:52:11]]> GMT</pubDate>
				<author><![CDATA[ Bharring]]></author>
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				<title>Super Heavy Immobilised result = Crippled</title>
				<description><![CDATA[ Superheavies should all be immune to  shaken and stunned, just as though they had the extra armor upgrade.<br /> <br /> Weapon destroyed results would make a random weapon snapfire on a 1-3 on a dice roll.<br /> <br /> Immobilized would cause their next move to be difficult terrain.<br /> <br /> Explodes would be 1 extra hullpoint (so 2 total).<br /> <br /> <br /> <br /> This makes them vunerable to smaller arms fire but also prevents them from being taken out with 2 lazcannons (which is a nessecary compromise).]]></description>
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				<pubDate><![CDATA[Thu, 12 Mar 2015 23:23:05]]> GMT</pubDate>
				<author><![CDATA[ Eihnlazer]]></author>
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				<title>Super Heavy Immobilised result = Crippled</title>
				<description><![CDATA[ I think i rather keep it simple and go for the <br /> <br /> glance - 1 <span class="glossaryitem" onmouseover='gp(661);'>hp</span><br /> pen results of 1-4 - 1 <span class="glossaryitem" onmouseover='gp(661);'>hp</span><br /> results of 5-6 - 2hp<br /> 7 - 3 <span class="glossaryitem" onmouseover='gp(661);'>hp</span> and get rid of that silly randomness on top of randomness d3 <span class="glossaryitem" onmouseover='gp(661);'>hp</span> thing ]]></description>
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				<pubDate><![CDATA[Thu, 12 Mar 2015 23:26:08]]> GMT</pubDate>
				<author><![CDATA[ Desubot]]></author>
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