Saturday, February 19, 2011
Hellions
Tuesday, February 15, 2011
Vehicle Synthesis Rules
This was born from a whinge I stumbled across on a 40k forum, complaining that in the next edition, the rules for vehicles should be more closely integrated with the rules for infantry and other unit types. This is what I came up with.
In this experimental rules set, all vehicles have their AV replaced by a single Toughness value, and receive a profile the same as other models.
AV 10 becomes T6, AV 11 becomes T7, AV12 becomes T8, AV13 becomes T9 and AV14 becomes T10. Convert based on the vehicle’s front armour value.
Additionally, vehicles receive an armour save based on their type. Open topped vehicles receive a 4+ save, and all other vehicles gain a 3+ save. Perhaps some special, heavy tanks like the Monolith could receive a 2+ save.
Each vehicle then has a number of wounds, ranging from transports with, say, 2 or 3 Wounds, to heavy battle tanks with 4 – 5 Wounds. Naturally these values are arbitrary, and entirely subject to testing.
Walkers retain their WS, while other vehicles are assigned WS -. All vehicles gain a Ld stat equal to the basic Ld stat of their race.
Interacting with vehicles: shooting them
So, under the synthesis system, shooting at vehicles is exactly the same as shooting at everything else. However, it would be more fun if there were still some way of representing a damage-based metric of performance impairment. So I suggest the following extra rules for all multi-wound models:
Crippled!
A multi-wound model that is reduced to or below half of its starting Wounds must half its WS, BS I and A characteristics (rounding up) for the rest of the game, and may no longer run. Additionally, models with the ‘Vehicle’ unit type may only move at half their normal speed (so combat speed is 0 – 3”, cruising speed is 3 – 6” and flat out is 6 – 9”; remember that skimmers moving fast must displace 18” to gain a cover save, which most crippled vehicles will find impossible).
Critical Damage
When a multi-wound model survives an unsaved wound, the attacker may opt to try for critical damage. Roll a d6, and if the result is a 6, roll again on the chart below.
1 Shaken: the model must pass a Ld check to fire any weapons in its next turn.
2 Stunned: the model must pass a Ld check to move or fire any weapons in its next turn.
3 Disarmed: the model has lost a weapon, perhaps from having a turret or an arm blown off! The attacker chooses one weapon which may no longer be used. If the model already had no functioning weapons, then count this as result 4 below.
4 Immobilised: the model has had one of its motive systems, either legs or tracks, forcibly removed. It may not move or pivot in place for the remainder of the game.
5 Crippled!: If the model is not already crippled, either from sustaining this result previously or from being reduced to half wounds, then it becomes crippled. If the model was already crippled, then it is killed instead!
6 Annihilated!: The model is spectacularly annihilated! If a vehicle or a monstrous creature, then all models within d6” will suffer a S3 hit from the explosion/death throes, with normal armour saves allowed. The vehicle or monstrous creature is then removed from play, as are any other models suffering this critical damage result.
Squads of multi-wound models treat 4 Immobilised results as 5 Crippled!, and results of 2 Stunned as 1 Shaken.
Astute readers will notice that this is essentially the current vehicle damage chart. Under this proposed rule set, it becomes a characterful addition to all multi-wound models, and not the be-all and end-all of vehicles, which will more commonly be destroyed by running out of wounds.
Tyranids probably don’t like having their monstrous creatures subject to having arms or legs blown off, but they can perhaps take solace in eating the Reclusiarch’s thunder hammer!
Other rules that interact with vehicles
Of course there are a few more rules that interact specifically with vehicles at the moment, so here is a stab at covering them.
AP1
Weapons with AP1 add +1 to the roll to cause critical damage, and so will do so on a 5+.
AP-
Weapons with AP- never cause critical damage.
Lance
Lance weapons treat Toughness greater than 8, as 8.
Melta
Melta weapons within half range may re-roll all rolls to wound.
Grenades
Grenades may be used in an assault, by any model that is carrying them. However, trying to fix them in place can be difficult against a target that is retaliating! Models using grenades only ever make one attack per round, regardless of any other factors or attack bonuses. Furthermore, against targets with a Weapon Skill, the grenade will only hit on a ‘6’, again regardless of other bonuses or special rules. Against vehicles with WS -, grenades will hit as normal for the speed the vehicle has travelled; ie automatically if stationary, 4+ if it has moved up to 6”, and 6 only if it has moved over 6” in its last movement phase.
Haywire
Instead of causing a wound, will cause a critical damage roll on a 2+.
Monstrous creatures
In addition to their other rules, monstrous creatures may re-roll all to wound rolls.
Anything else? Monstrous creatures re-rolling wounds is an attempt to emulate their special effect against vehicles, but makes them even deadlier against infantry – perhaps this balances their new vulnerability to critical damage?
Some other odds and sods:
In the rear!
An attacker shooting at a multi-wound model from behind may add +1 to his roll to cause critical damage. This may stack with other bonuses, such as from AP1 weapons. ‘Behind’ is defined as to the rear of the center of mass of the model. For models that do not have a clear ‘front’, a point of reference should be established before the game.
All close combat attacks are considered to use this rule, as vulnerabilities are easier to exploit from face range!
Note that some vehicles that are symmetrical all around, such as the Monolith or Drop pod, or others that are just that badass like the Land Raider, may not be affected by this rule. This should be noted in their description.
(Simply defining vehicles to have a front and back makes up somewhat for the loss of side armour values, and may make perpendicular Rhinos giving cover to their brethren a thing of the past!)
Poisoned weapons
Models with the ‘Vehicle’ unit type are not affected by a poisoned weapon’s fixed wound roll. The weapon or unit’s base Strength must be used instead; if it doesn’t have one, then it can cause no damage.
(To stop Dark Eldar and snipers from raping every vehicle they see in a wholly unrealistic manner! This leaves some weapons out – witch blades and agonisers, notably – can be covered separately.)
Movement
I’ve got no issues with vehicle movement and shooting as it stands currently. I do like the idea of crippling vehicles to slow them down and reduce their general efficacy short of killing them though!
I will craft a follow up looking at some of the numbers involved, and compare the average number of shots to kill in this system compared to the 5th ed rules. Keep your browser tuned!
Monday, February 7, 2011
The Kabal of Creeping Darkness
HaHA! The kabal prepares to march forwards! With guns, and whips, and... more guns, and... backup?
I finished these guys a few weeks ago now, my first of the lovely new Dark Eldar plastics. Yes, I am a slow painter. Please forgive the dodgy photoshop, I am still learning the gentle art of miniature photography. For some reason I had serious focus issues trying to get the whole squad into a single shot.
Currently I'm working on some Hellions. Man, they have some serious detail going on. No doubt I will clutter the webz with some more photos when I am done :)