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		<title><![CDATA[Latest posts for the thread "Void shields"]]></title>
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				<title>Void shields</title>
				<description><![CDATA[ Hello Dakka, in the Hope's of running a very narritive driven campaign I've been tasked with creating rules to help represent fluff. If any of you have an idea to help me with that I'd love to hear it.<br /> <br /> So I honestly dislike how Voidshields work in 8th,  I liked how they worked in 7th so I tried to match it up.<br /> <br /> Voidshield rule<br /> <div style="margin-top:5px; margin-bottom:10px;">
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This rule will replace the Standard rules of "Void Shileds" <br /> <br /> A voidshiled counts as a barrier  that needs to be breached. Before the model behind it can be hit. Void Shields have multiple layers and it will be reflected in the rules<br /> <br /> Void shield layer - T9 W2 SV3++<br /> May take save against mortal wounds.<br /> May reroll failed save rolls from weapons that are str6 and below.<br /> <br /> Example: a warhound has two void shield generators, so it will have two shield layers protecting it before the warhound itself can be wounded.<br /> <br /> If the void shield layer reaches 0 wound its considered "collapsed"  It  may be brought back online with a roll of 5+ at the start of the owning players turn. You may roll one die for each shield that has collapsed. <br /> <br /> A shield that has been brought back online will be restored to full wounds.<br /> <br /> Damage does not carry over. <br /> <br /> Example: 5 lascannon shots wound the voidshield, only 2 are saved. The first shot does 1 <span class="glossaryitem" onmouseover='gp(198);'>dmg</span> the second does 5. The voidshield layer collapses and the remaining shot dose nothing
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</div><br /> <br /> <br /> I've been debating about making the Shield layer T9. My original stat line had it at T7 with W5. But I feel like it didnt match the description of a voidshield. Being T9 makes it harder for St8 to strip the shield. But with it only having W2 , once you fail a save it's more then likely that the layer will collapse.<br /> <br /> I feel that using a Layered system is  accurate to fluff them just using a constant <span class="glossaryitem" onmouseover='gp(162);'>inv</span> save.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 4 Sep 2018 11:01:10]]> GMT</pubDate>
				<author><![CDATA[ kinratha]]></author>
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				<title>Re:Void shields</title>
				<description><![CDATA[ I like the idea, but in 7th each void shield layer was basically an extra <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 12 hull point so for 8th I would think each layer should be a single T 7-8 wound. Maybe give them a special rule that reduces damage to 1 per hit then a single melta gun doesn't knock out 6 layers of void shields in one shot.]]></description>
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				<pubDate><![CDATA[Sat, 8 Sep 2018 14:19:41]]> GMT</pubDate>
				<author><![CDATA[ dsmith10]]></author>
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				<title>Void shields</title>
				<description><![CDATA[ These rules seem like they could work just fine, but it kind of depends on what exactly your goal is.  You mentioned superheavies, so I assume you're picturing these being used as part of a large-scale game and specifically mounted on a model as a sort of "personal shield".  In which case, one player should have plenty of firepower with which to disable a couple of T9 wounds. <br /> <br /> On the other hand, a void shield generator fortification at, let's say, 1500 points will only be wounded a third of the time by anything strength 5 through 8. So depending on pricing, it might theoretically be able to tank significantly more points worth of heavy firepower than it costs. At which point you risk running into the 7th edition voidshield problem of voidshields basically becoming mandatory to help key units survive alpha striking dakka. <br /> <br /> On the other other hand, this is an edition where one out of six lasgun hits will turn into a wound. So the optimal strategy, depending on positioning and so forth, would be to plink away at void shields with any small or medium arms that won't be likely to do much to the real targets anyway and see if you get lucky with a couple of shots.  So in an army with a good mix of small and heavy weaponry, your void shield is going to get taken down by bolter and lasgun fire a surprising amount of the time.  <br /> <br /> Your shield rules are pleasingly visceral,   but they do introduce some fluff/crunch disparity.]]></description>
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				<pubDate><![CDATA[Sat, 8 Sep 2018 15:48:34]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Void shields</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/763320/10145593.page"><b>Wyldhunt wrote:</b></a><br/>These rules seem like they could work just fine, but it kind of depends on what exactly your goal is.  You mentioned superheavies, so I assume you're picturing these being used as part of a large-scale game and specifically mounted on a model as a sort of "personal shield".  In which case, one player should have plenty of firepower with which to disable a couple of T9 wounds. <br /> <br /> On the other hand, a void shield generator fortification at, let's say, 1500 points will only be wounded a third of the time by anything strength 5 through 8. So depending on pricing, it might theoretically be able to tank significantly more points worth of heavy firepower than it costs. At which point you risk running into the 7th edition voidshield problem of voidshields basically becoming mandatory to help key units survive alpha striking dakka. <br /> <br /> On the other other hand, this is an edition where one out of six lasgun hits will turn into a wound. So the optimal strategy, depending on positioning and so forth, would be to plink away at void shields with any small or medium arms that won't be likely to do much to the real targets anyway and see if you get lucky with a couple of shots.  So in an army with a good mix of small and heavy weaponry, your void shield is going to get taken down by bolter and lasgun fire a surprising amount of the time.  <br /> <br /> Your shield rules are pleasingly visceral,   but they do introduce some fluff/crunch disparity.</div></blockquote><br /> <br /> The voidshield generator fortification actually came up in the campaign discussion I had with my group. We concluded that the generator is only producing 1 layer. And that because the campaign will be played in a "Total War" fashion, building fortifications will require owning the territory for more then a turn or two.  <br /> <br /> I was asked to make an alternate voidshield rule that will represent the shields on TITANS and some rare superheavys like  the stormbird or mastodon.  But I appreciate the feed back. I'll look into seeing how to adjust the layer T value, maybe change it based on the vehical using it ]]></description>
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				<pubDate><![CDATA[Tue, 11 Sep 2018 15:11:19]]> GMT</pubDate>
				<author><![CDATA[ kinratha]]></author>
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