Post by Julian Sharps on Jan 13, 2015 1:27:57 GMT -5
I had a really witty preface to this OP written, but Proboards ate my post while I was writing it, so here's the meat of the matter: I've come up with an alternative ruleset for vehicles in Warhammer 40K that actually makes maneuver and turrets relevant to how we use our death machines.
Bear in mind that this is something I came up with literally in the last few hours. It has not been tested at all. Playtesting is welcome.
Tide of Iron - Warhammer 40K Armored Warfare Supplement
General
- Rules are as per the Warhammer 40K Core Rulebook unless described otherwise.
Movement
- Vehicles may make one turn (up to 90 degrees) at the beginning and another at the end of their turn.
Shooting
- Vehicles may not turn in the Shooting Phase.
- Glancing Hits roll on the damage chart. Penetrating Hits, in addition to rolling on the damage chart, inflict the loss of a Hull Point.
- New Damage Chart:
-1 to the 1s digit if the weapon was AP-
+1 to the 1s digit if the weapon was AP2
+2 to the 1s digit if the weapon was AP1
-1 to the 10s digit if the weapon was S5 or less
+1 to the 10s digit if the weapon was S10
-1 to the 10s digit if the roll is for a Glancing Hit
-1 to the 1s digit if the vehicle is a Heavy Vehicle
No die result in either digit may be below 1 or above 6.
Vehicle Types:
- Open-Topped Vehicles: Weapons with the Template or Blast special rule re-roll failed Armor Penetration rolls against Open-Topped Vehicles.
- Heavy Vehicles: Heavy Vehicles can never move faster than Combat Speed and may never move Flat Out. For the purposes of determining which weapons a Heavy Vehicle can fire (and at what Ballistic Skill), Heavy Vehicles are always treated as having remained stationary. Heavy Vehicles are unaffected by the Ordnance shooting restrictions when firing weapons.
- Flyers: All Flyer weapons have the Skyfire USR, and may only fire snap shots at ground targets if they do not also have the Strafing Run USR.
- Tanks: Tanks may only turn once in the Movement Phase, either before their move or after.
So, thoughts?
Bear in mind that this is something I came up with literally in the last few hours. It has not been tested at all. Playtesting is welcome.
Tide of Iron - Warhammer 40K Armored Warfare Supplement
General
- Rules are as per the Warhammer 40K Core Rulebook unless described otherwise.
Movement
- Vehicles may make one turn (up to 90 degrees) at the beginning and another at the end of their turn.
Shooting
- Vehicles may not turn in the Shooting Phase.
- Glancing Hits roll on the damage chart. Penetrating Hits, in addition to rolling on the damage chart, inflict the loss of a Hull Point.
- New Damage Chart:
D66 Result | Effect |
11-12 | Crew Shaken - The vehicle can only fire snap shots until the end of its next turn. |
13 | Crew Stunned - The vehicle can only fire snap shots and may not turn, move faster than Combat Speed (Zooming Flyers must move 18"), or move Flat Out in its next turn. |
14 | Communicator Slain - For the rest of the game, the vehicle may not benefit from special rules from other models that affect it. If this result has already been rolled, treat this as a Crew Shaken result instead. |
15 | Commander Slain - For the rest of the game, weapons on the vehicle may only fire snap shots if the vehicle moved in the previous Movement Phase. Additionally, all special rules gained because the vehicle is a Character and/or your Warlord are lost. If this result has already been rolled, treat this as a Crew Stunned result. |
16 | Crew Slain - The vehicle is destroyed. If the vehicle is a Zooming Flyer, it will immediately Crash and Burn! |
21-22 | Weapon Disabled - One randomly selected weapon in the shooting unit's line of sight may not fire next turn. If the vehicle has no usable weapons, treat this as a Crew Stunned result instead. |
23 | Mounting Jammed - One randomly selected weapon in the shooting unit's line of sight may not change its orientation for the remainder of the game. If the weapon does not have a turret or swivel mount, or if this result had already been rolled for this weapon, treat it as a Weapon Disabled result instead. If the vehicle has no usable weapons, treat this as a Crew Stunned result instead. |
24 | Weapon Destroyed - One randomly selected weapon in the shooting unit's line of sight may not be fired for the remainder of the game. If the vehicle has no weapons, treat this as a Crew Stunned result instead. |
25 | Ammunition Cook-Off - One randomly selected weapon in the shooting unit's line of sight may not be fired for the remainder of the game. In addition, the vehicle loses a Hull Point. If the vehicle has no weapons, it loses a Hull Point instead. |
26 | Ammunition Chain Reaction - One randomly selected weapon in the shooting unit's line of sight may not be fired for the remainder of the game. In addition, the vehicle loses a Hull Point and suffers a Crew Stunned result. If the vehicle has no weapons, treat this as a Vehicle Explodes! result instead. |
31-32 | Driver Shaken - The vehicle may not make turns in its next Movement Phase. |
33 | Driver Stunned - The vehicle may not turn or move in its next turn. If the vehicle is a Zooming Flyer, it must move 18" straight ahead in its next Movement Phase, and it may not move Flat Out in its next Shooting Phase. |
34 | Engine Damaged - The vehicle may not move Flat Out for the remainder of the game. If it cannot move Flat Out (either through damage or special rules), treat this as a Vehicle Immobilized result instead. |
35 | Vehicle Immobilized - If the vehicle is a Chariot, count this result as a Crew Stunned result instead. If the vehicle is a Zooming Flyer, roll a D6. On a 1-2, it will immediately Crash and Burn!, on a 3+ the vehicle counts this as a Crew Stunned result instead. If the vehicle is neither a Chariot or a Zooming Flyer, it may not move or turn for the remainder of the game. |
36 | Driver Slain - The vehicle may not move or turn for the remainder of the game. If the vehicle is a Zooming Flyer, it will immediately Crash and Burn! This damage result cannot be reversed by special rules that remove Vehicle Immobilized effects. |
41-42 | Armor Damaged - Reduce the Armor Value of the facing used for the Armor Penetration roll on vehicle by 1 for the remainder of the game. If the vehicle's Armor Value on any facing is reduced to 0, the vehicle is destroyed. |
43 | Vehicle Pierced - Reduce the Armor Value of the facing used for Armor Penetration roll on the vehicle by 1 for the remainder of the game. Do the same for the facing opposite that one rolled for. If the vehicle's Armor Value on any facing is reduced to 0, the vehicle is destroyed. |
44 | Armor Smashed - Reduce the Armor Value of the facing used for the Armor Penetration toll on the vehicle by 2 for the remainder of the game. If the vehicle's Armor Value on any facing is reduced to 0, the vehicle is destroyed. |
45 | Structural Integrity Compromised - The vehicle loses a Hull Point. |
46 | Vehicle Explodes! - The vehicle is destroyed. If the vehicle is a Zooming Flyer, it will immediately Crash and Burn! Otherwise, nearby units suffer a Strength 4 AP- hit for each model within D6" of the vehicle (resolve this once, regardless of how many times the result is inflicted). The vehicle is then removed from the battlefield. |
51 | Passengers Shaken - Passengers aboard the vehicle may only fire snap shots in their next turn. If the vehicle has no passengers, treat this as a Crew Shaken result instead. |
52 | Passengers Stunned - Passengers aboard the vehicle may not fire, use special rules, or disembark in their next turn. If the vehicle has no passengers, treat this as a Crew Stunned result instead. |
53 | Passengers Flee! - Passengers aboard the vehicle must immediately perform an emergency disembarkation, and every model immediately takes a Dangerous Terrain test. If the vehicle has no passengers, treat this as a Crew Stunned result instead. |
54 | Passenger Compartment Breached - D3 Wounds are randomly distributed among the passengers, with no saving throws of any kind (including Feel No Pain) allowed. If the vehicle has no passengers, treat this as a Crew Stunned result instead. |
55 | Passengers Slain - All passengers aboard the vehicle are immediately removed as casualties with no saving throws of any kind (including Feel No Pain) allowed. If the vehicle has no passengers, treat this as a Passenger Compartment Destroyed result instead. If the vehicle has no transport capacity, treat it as a Crew Slain result instead. |
56 | Passenger Compartment Destroyed - All passengers aboard the vehicle are immediately removed as casualties with no saving throws of any kind (including Feel No Pain) allowed. Additionally, the vehicle loses all transport capacity for the remainder of the game. If the vehicle has no transport capacity, treat it as a Crew Slain result instead. |
61-62 | Critical Hit - Re-roll the Vehicle Damage result, adding 1 to the 1s digit. |
63 | Severe Damage - Roll twice on the Vehicle Damage table. If this result is rolled again, treat it as a Critical Hit result instead. |
64 | Crippling Damage - Roll twice on the Vehicle Damage table, adding 1 to the 1s digit. If this result is rolled again, treat it as a Severe Damage result instead. |
65 | Catastrophic Damage - The vehicle loses D6 Hull Points. |
66 | Vehicle Annihilated - The vehicle is destroyed. In addition, all passengers aboard are immediately removed as casualties with no saving throws of any kind (including Feel No Pain) allowed. In addition, all models within D6" of the vehicle immediately suffers a wound, although saving throws are permitted. Vehicles within this range take a single Strength 6 AP- hit. The vehicle model is then removed and should be replaced with an area of difficult ground representing scattered wreckage or a crater. |
-1 to the 1s digit if the weapon was AP-
+1 to the 1s digit if the weapon was AP2
+2 to the 1s digit if the weapon was AP1
-1 to the 10s digit if the weapon was S5 or less
+1 to the 10s digit if the weapon was S10
-1 to the 10s digit if the roll is for a Glancing Hit
-1 to the 1s digit if the vehicle is a Heavy Vehicle
No die result in either digit may be below 1 or above 6.
Vehicle Types:
- Open-Topped Vehicles: Weapons with the Template or Blast special rule re-roll failed Armor Penetration rolls against Open-Topped Vehicles.
- Heavy Vehicles: Heavy Vehicles can never move faster than Combat Speed and may never move Flat Out. For the purposes of determining which weapons a Heavy Vehicle can fire (and at what Ballistic Skill), Heavy Vehicles are always treated as having remained stationary. Heavy Vehicles are unaffected by the Ordnance shooting restrictions when firing weapons.
- Flyers: All Flyer weapons have the Skyfire USR, and may only fire snap shots at ground targets if they do not also have the Strafing Run USR.
- Tanks: Tanks may only turn once in the Movement Phase, either before their move or after.
So, thoughts?