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Hull Points

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Planes
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Post  Lore Weaver Mon Jun 25, 2012 9:57 am

So.... Sounds like Hull Points / damaging vehicles will work like this.

There's a table.
1-2: Shaken
3: Stunned
4: Weapon Destroyed
5: Immobilized
6: Destroyed! D6 Explosion (same as now)

AP2 gets +1, AP1 gets +2. AP - no longer gets -1 (Holy Annihilation Barges Batman!) Open Topped is +1

When you score a penetrating hit, you take off 1 Hull Point and roll on the chart.
When you score a glancing hit, you take off 1 Hull Point, AND THAT`S IT. You do not roll on the table.

Once all Hull Points are removed, the vehicle is Wrecked.

Ghost Arks, Monolith, Land Raider, other big things have 4.
Most everything else has 3
Papery things (Viper, Trukk) have 2

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Post  Planes Mon Jun 25, 2012 10:01 am

And Gauss always strips a hull point on a roll of a 6 to pen, from what I read in the current issue at least.
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Post  Planes Mon Jun 25, 2012 10:37 am

Wait a second, does this make the "Gauss" part of the Heavy Gauss Cannon actually mean something now? This could potentially mean that shooting something with a HGC would auto strip a Hull Point and get a Pen result (stripping a second HP and giving a chart roll) if you rolled a 6 to Pen. Sure, it is only a 17% chance per confirmed hit, but still.
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Post  Roland Mon Jun 25, 2012 10:50 am

Doesnt the wording on Gauss say it glances on a 6, assuming it wouldnt have a better result anyway? Allowing it to grab 2 HP on a single hit, is slightly rediculous.

Per hit, vehicles are more durable. There wil be fewer shaken/stun etc, so more vehicle doing stuff.

On the other hand, your vehicle can get hit only a few times then ka-put.

It sounds like they are trying to make them more durable than 4th, but less than 5th. Seems overly complicated way to do it to me, but what do I know?

I believe there is supposed to be someking of formula for Hull points, something about (FA+SA+RA)/3, round down.(which would be wrong in any case, LS have 2, by this they'd have 3).

Sounds more like ((FA-6)+(SA-6)+(RA-6))/6, round down. I dunno. Supposed to all be in the book.

Am still seeing no details on Wound Allocation other than "casualties from the front" and "it's completely changed"
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Post  Lore Weaver Mon Jun 25, 2012 11:34 am

Tom, the rumours regarding guass are built into the rule.

Because a glance strips off a hullpoint, Guass Weapons always strip off a point on a glance roll of "6"
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Post  Planes Mon Jun 25, 2012 12:00 pm

I was mostly asking because the wording in the feature only said that the Gauss removed a HP on a to-pen roll of 6, not mentioning if that was due to glance or not. I just want to see if the Gauss key word on the HGC stays redundant or not, as I am somewhat antsy to star my Spyder conversions.
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Post  Lore Weaver Mon Jun 25, 2012 12:01 pm

Apparently fearless wounds are out... so...

Convert those spyders man, Scarabs are slightly more beastly.
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Post  System Commander Mon Jun 25, 2012 12:05 pm

Have to say.. I like it. Between this and cover going to.4+ though.. Vehicles will definitely be easier to kill.
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Post  Lore Weaver Mon Jun 25, 2012 12:07 pm

A little copy-pasta....
--
Smoke launchers and 'obscured' status (disruption pods, KFF) cover save drops to 5+. % obscuration only needs 25% to get cover. Ruins still 4+, guessing that extends to a vehicle hiding behind a ruin as well. Everything else prettymuch 5+.

Edit: All Fast-Skimmers get a 5+ Jink save, 4+ if they go flat out. You go flat out as an extra move in the shooting phase instead of shooting.
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Post  Planes Mon Jun 25, 2012 12:10 pm

I like the Fuel Reserve cover type. 5+ cover with a chance to explode when you get shot at!
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Post  Lore Weaver Mon Jun 25, 2012 12:14 pm

Planes wrote:I was mostly asking because the wording in the feature only said that the Gauss removed a HP on a to-pen roll of 6, not mentioning if that was due to glance or not. I just want to see if the Gauss key word on the HGC stays redundant or not, as I am somewhat antsy to star my Spyder conversions.

Copy-Pasta....

--
Calvary/ Beast movements and assaults info please?

[–]Rixitotal[S] 1 point 42 seconds ago
move 12. are fleet. cav arnt slowed by terrain but counts as dangerous. beasts ignore terrain altogether!
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Post  Planes Mon Jun 25, 2012 12:20 pm

I think my pants are primed white now.
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Post  System Commander Mon Jun 25, 2012 1:35 pm

Whoops.. sorry.. meant to type 5+.

Moving it to 25% as a rule makes sense.. most people just give people a cover save anyway if its around 25-50
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Post  judchic Mon Jun 25, 2012 4:55 pm

any word on how assaulting into cover will work?
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Post  Lore Weaver Mon Jun 25, 2012 5:13 pm

Sounds like it's still 2D6, Initiative drops to 1, but no movement penalty??? No-one's asked a specific question about it and dude seems to be gone, for now.
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Post  Rhaevyn Tue Jun 26, 2012 9:05 pm

seems like it just removes the ability to "suppress" tanks. you iether kill it or it keeps killing you. no middle ground.

I like it not. =/
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