So we discussed this at the meet, but a few people had trouble visualising the method with a verbal explanation and I said I'd write it down
Basically I dislike the fact that you spend £20+ and painting time on a model and it gets nuked pretty easily, and the general superiority of
MCs at similar costs. This is why the Dreadknight was made IMO, because a Dread just gets hopelessly battered by an
MC in
CC (unless I'm rolling the Armour Pen
)
Tenuously Related Rule AdjustmentMy houserules includes a condition that applies to
all models:
Line of Sight - All models have 360 degree Line of Sight
Arc of Fire - Vehicles have arcs of fire as dictated in the BRB. Non-vehicles essentially replace all the use of visible and LoS in the what they can shoot rules with Arc of Fire.
I appreciate the above verbage is not rule lawyer proof as it's not amazingly relevant to this (if at all)
Wounding VehiclesVehicles convert armour to T on the following scale
AV:T
14:10
13:9
12:8
etc
Roll to hit and wound from shooting like any other model, vehicles T depends on the firing arc so there's still tactical advantage to be gained by flanking or getting behind a vehicle. Roll to hit in
CC per the normal
WS/no-
WS methods.
Vehicle SavesThe major change.
Let's assume a
LR has a 6+ Vehicle Save (because I have made a temporary, arbitrary decision to give it a 5+ Vehicle Save vs Meltaguns).
It would roll it's Vehicle Save as:
D6 + the
AP of the weapon it is saving against
So vs a Meltagun it rolls a
D6 and adds 1, so it will pass it's Vehicle Save on a 5+ and fail on a 1-4.
This means the lower (and therefore better)
AP a weapon has, the harder it is for a Vehicle to make it's save. At this point needing a 7+ = autofail.
Cover Saves/Invulnerable Saves remain unchanged, Vehicles take only 1 Save like any other model.
Wounds & DestructionA Vehicle has a number of wounds like any other model. When it loses it's last wound, roll on the Vehicle destruction table:
1-2: Immobilised and all Weapons Destroyed (results can be repaired)
3-4: Wreck per BRB
5-6: Explodes per BRB
How does this affect Special RulesWell a lot need to change obviously, here's some brainstorming:
Melta: Wounds on a 2+ vs Vehicles within half range. Meltabombs are Melta that are always within half range.
Lance: Vs Vehicles where it needs greater than a 4+, it needs a 4+.
Ordnance: re-roll failed to wound rolls vs Vehicles. +1 on the Vehicle Destroyed chart.
Thunder Hammer: Can inflict Crew Stunned results.
AP1: +1 on the Vehicle Destroyed chart.
AP-: -1 on the Vehicle Destroyed chart.
Rending: 6 to wound causes an AP1 wound.
Haywire Grenades:
1 - no effect
2 -
AP- wound
6 - AP1 wound