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		<title><![CDATA[Latest posts for the thread "Vehicles Reforged"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/16.page</link>
		<description><![CDATA[Latest messages posted in the thread "Vehicles Reforged"]]></description>
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				<title>Vehicles Reforged</title>
				<description><![CDATA[ Have a lot of thinking time in my hands of late,  and my mind went to the issue with vehicles in the current edition.  I remember well why <span class="glossaryitem" onmouseover='gp(661);'>HP</span> were introduced [5e was Parking-lot-hammer],  but the ham fisted way <span class="glossaryitem" onmouseover='gp(50);'>GW</span> applied the change,  in typical GQ fashion,  swung the pendulum into the opposing wall.   <br /> <br /> Here's my change.<br /> <br /> Things are the same as is now, until immediately after you make your penetration roll. <br /> Glancing hits are now a -2 modifier on the table. <br /> Weapons and attacks which are <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- are a -1 modifier on the table. <br /> <br /> <blockquote class="uncited"><div>Damage table<br /> 1-3 Shaken:  Vehicle can only snap fire<br /> 4 Stunned:  Vehicle halves movement distances,  only Snap Fire<br /> 5 Drive Damage: 1 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> of damage,  vehicle gets a Drive Damage token<br /> 6 Weapon Damage: 1 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> of damage,  random weapon gets a Weapon Damage token<br /> 7 Critical Damage: 1d3 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> of damage </div></blockquote><br /> <br /> Drive Damage Token: vehicle suffers a -2" penalty to all movement distances,  which does effect its effective combat/cruising speed. Multiple tokens are cumulative. <br /> <br /> Weapon Damage Token:  Weapon gains the get hot rule.  If it already had the rule,  there is a -1 modifier to the roll.  Multiple tokens are cumulative. <br /> <br /> Haywire functions differently now.<br /> 1.  Roll to hit, if you do, roll on haywire table<br /> <blockquote class="uncited"><div>Haywire Table<br /> 1. No effect<br /> 2. Shaken<br /> 3. Stunned<br /> 4. Drive malfunction: vehicle moves in a random direction in its next movement phase, determined by the scatter dice. If a hit is rolled,  it takes 1 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> of damage,  and gets a Drive Damage token<br /> 5. Weapon Malfunction - random weapon may not be used for a turn. <br /> 6. Systems overload: 1 <span class="glossaryitem" onmouseover='gp(661);'>HP</span> of damage, +1 on the table for the next Haywire attack resolved against the vehicle. </div></blockquote><br /> <br /> Grav weapons cause a Crew Stunned result against vehicles.<br /> <br /> This is part 1 of things. These changes alone make vehicles more survivable, whilst hopefully promoting the use of dedicated anti-vehicle weaponry. <br /> <br /> Next update will be adding repair units,  similar to tech-priests, to factions lacking one.  Tau get a repair drone, <span class="glossaryitem" onmouseover='gp(808);'>CWE</span> a bonesinger, etc. Flyers will get addressed on how they interact with the table. <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 27 Jul 2016 01:39:41]]> GMT</pubDate>
				<author><![CDATA[ StarHunter25]]></author>
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