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		<title><![CDATA[Latest posts for the thread "Making Vehicles viable, give them an armour save"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Making Vehicles viable, give them an armour save"]]></description>
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				<title>Making Vehicles viable, give them an armour save</title>
				<description><![CDATA[ Ok, I'm sure that this has been brought up in other threads but I'm curious to see what other people think. <br /> <br /> I'd like to see vehicles get an armour save of sorts against glancing hits ie 14 <span class="glossaryitem" onmouseover='gp(9);'>av</span> gets a 2+, 13 gets a 3+, 12 gets a 4+, 11 gets a 5+, and 10 gets a 6+. A penetrating hit would still be the same as before with no saves of any kind (other then cover I suppose) <br /> <br /> I think that this would really help against vehicles getting glanced to death, while still not making them able to shrug off everything like in 5th. ]]></description>
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				<pubDate><![CDATA[Sun, 28 Feb 2016 13:06:19]]> GMT</pubDate>
				<author><![CDATA[ UrsoerTheSquid]]></author>
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				<title>Making Vehicles viable, give them an armour save</title>
				<description><![CDATA[ I've said a few times I would like to see all vehicles get a 3+ armor save except for skimmers/flyers who get a 4+ (because they can jink). This should apply to all front and side armor hits. It does nothing to reduce the effectiveness of Krak Missiles, Lascannons, Meltas, Railguns, etc while making the AP4 weapons like autocannon varients (<span class="glossaryitem" onmouseover='gp(657);'>HYMP</span>, Deffguns, most <span class="glossaryitem" onmouseover='gp(805);'>AA</span> guns) still just as effective against skimmers/flyers forcing them to jink but less effective at glancing down other vehicles. The no <span class="glossaryitem" onmouseover='gp(6);'>AP</span> spam guns like scatter lasers, gauss, tesla, ranged haywire, etc becoming much less effective against vehicles. Close combat wouldn't be impacted due to hitting rear armor on everything except walkers (who need a huge boost). Grav would still do its thing on 6s but personally I would turn grav to vehicle stunned or make "immobilized" into engine damaged which halves movement permanently but that is another issue entirely. Of course this is a very broad stroke change so subtle changes might be needed for certain anti vehicle weapons to keep them relevant.]]></description>
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				<pubDate><![CDATA[Sun, 28 Feb 2016 13:44:42]]> GMT</pubDate>
				<author><![CDATA[ Vankraken]]></author>
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				<title>Making Vehicles viable, give them an armour save</title>
				<description><![CDATA[ i think that if you do that you might as well just flatten thing out and treat vehicles and monstrous creatures the same, they all have the same baseline considerations and rules. and to do that would be unfair to the monstrous creatures out there since there not made of metal.]]></description>
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				<pubDate><![CDATA[Sun, 28 Feb 2016 14:26:07]]> GMT</pubDate>
				<author><![CDATA[ ionusx]]></author>
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				<title>Re:Making Vehicles viable, give them an armour save</title>
				<description><![CDATA[ Turn them into <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>.<br /> <br /> Done.<br /> <br /> In detail, you remove the unit type <span class="glossaryitem" onmouseover='gp(93);'>MC</span> and Vehicle, replaced by some other word...lets call it a Construct.  Now you add two additional <span class="glossaryitem" onmouseover='gp(136);'>USRs</span>; Mechanical and Biological.  You assign those to each Construct based on what they are; Nids and other creatures like the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> monstrosities become Biological, while Riptides, DreadKnights, and tanks all become Mechanical.<br /> <br /> Both of the <span class="glossaryitem" onmouseover='gp(136);'>USRs</span> simply denote what weapon types affect them more.  Poison, for example, would only have an effect on Biological Constructs, while Armourbane and Melta would only affect those with the Mechanical <span class="glossaryitem" onmouseover='gp(136);'>USR</span>.<br /> <br /> The advantages of turning all vehicles into <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> are many.  Its easier to balance using one mechanic, its easier to remember and learn, its fluffier (why is poison hurting a Riptide?) and offers more options for vehicles.  Now when you design a vehicle, its durability can be determined by a combination of T, <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>, and W, instead of just <span class="glossaryitem" onmouseover='gp(9);'>AV</span> and <span class="glossaryitem" onmouseover='gp(661);'>HP</span>.  A Leman Russ can now be something like T9/3+/5W...or whatever.  Point is, you have tonnes of options for making a vehicle the exact kind of durable you want it to be.]]></description>
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				<pubDate><![CDATA[Sun, 28 Feb 2016 14:35:19]]> GMT</pubDate>
				<author><![CDATA[ Blacksails]]></author>
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				<title>Making Vehicles viable, give them an armour save</title>
				<description><![CDATA[ Alternate thought - get rid of glancing hits - you either beat the AR or you do nothing.<br /> <br /> Weapons which now score automatic glances (Gauss, Graviton and Haywire, I'm looking at you) would instead remove a hull point, usual saves apply if any.<br /> <br /> Special rules which downgrade a penetrating hit to a glancing hit just remove the effects of the penetration table.<br /> <br /> Vehicles suddenly become much more survivable. ]]></description>
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				<pubDate><![CDATA[Sun, 28 Feb 2016 15:36:21]]> GMT</pubDate>
				<author><![CDATA[ Jefffar]]></author>
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