[Edit 2016-07-01: balanced Armor, Strength and Toughness Bonus, fixed small mistakes, things should be more clear now]
[Edit 2016-12-17: in case this topic gets locked in Archive, I made last changes based on my last 6 months of playing DW and BC regularly]
[Edit 2017-02-12: FFG changed their sites and all links stopped working; I'll try to re-write them somewhere in March]
[Edit 2017-05-27: Took me a while, but today I'm going to spend all day fixing links and updating this topic. Note, however, that 8th edition of Warhammer 40 000 made some important changes; therefore, my "40k to RPG" conversion tableworks only up to 7th Edition. Since I'm rally following tabletop anymore, and I don't have time, I'm not going to make 2 version, one for 8th and one for earlier versions; if you want to use these tables, you will need 7th or earlier edition of rules. At the moment of writing, there is a free trial of Army Builder for unlimited time with rules for armies from 4th to 7th edition, if you're interested.
Table of Contents:
- General information/general rules
https://community.fantasyflightgames.com/topic/187782-alanverse-unified-rules/?do=findComment&comment=1783451
- Strain (Profit Factor/Infamy/Influence fix), better costs for Alternate Ranks and Dark Heresy/Ascension psykers fix
https://community.fantasyflightgames.com/topic/187782-alanverse-unified-rules/?do=findComment&comment=1783463
- Unified Weapon Statistics
https://community.fantasyflightgames.com/topic/187782-alanverse-unified-rules/?do=findComment&comment=1783466
- Unified Weapon Qualities
https://community.fantasyflightgames.com/topic/187782-alanverse-unified-rules/?do=findComment&comment=1783467
- Alanverse Reviews, Stories and Other Links
https://community.fantasyflightgames.com/topic/187782-alanverse-unified-rules/?do=findComment&comment=1783499
- Alanverse Bestiary
https://community.fantasyflightgames.com/topic/187782-alanverse-unified-rules/?do=findComment&comment=2162125
Hi everyone!
I'm Alank2 (as you can already see next to the topic name
), I'm GM-ing for more than 2 years now. I started my adventure with Rogue Trader and few sessions. Than, one of my players was unreachable for few months, so the remaining 3 players made Only War campaign. Than one of them was unavailable, so the remaining 2 started Black Crusade.
Then 2 of the players were joined with one of their friends for DH sessions. Than I was asked about making sessions for some people at work...
... soooo I ended up with around 14(!) 40k RPG's campaigns, more than 20 players overall (some have few characters for different sessions), all at the same time.
They all happen at the same time and in the same area and have some connection between them, although my players started noticing them only recently.
(BTW, it's my players who made this name - I certainly didn't. They based this name on "Abnettverse", and we started using this term more often. It was... surprising, and had nothing to do with my megalomania
)
Since we're playing for such long time, I decided to publish some of our adventures. You may find some of players on these Forums already (for example Elavion, and his "You know you're playing Black Crusade When... topic here:
https://community.fantasyflightgames.com/topic/110113-you-know-youre-playing-black-crusade-when/).
I also recently started publishing reviews (for example, here
https://community.fantasyflightgames.com/topic/187569-shadow-of-madness-review-gms-kit-adventure/)
and I'm going to write more of them soon.
But in the meantime, I decided to publish our unified rules.
Why unified? Simple - when sessions inter-lapped, I wanted to avoid situations when one players shoots with weapon 1d10+5 at target with TB10, and another players shoots with the same weapon on the same target, but hits with 1d10+9 at TB8.
So, let's get started, shall we?
Note - these are all my ideas, feel free to use them in any way you like, partially, as a whole, or not at all. I find them better than normal rules, but it's just my very subjective feeling
.
1. General Rules
1. Critical Success
happens on 01-05.
Critical Failure
happens on 96-100. They add 1 additional DoS/DoF to the roll and usually have more... spectacular effects.
1 is always success, 100 always failure. Note: If you have more than 100 Characteristic/Skill, then 100 is still a failure, but NOT a Critical Failure. The same goes with Success and modifiers lowering below 01.
Single modifier may not exceed +/-60.
You cannot have more than 100 and less than 1 on a Characteristic Roll. This prevents shooting full-auto weapons at BS140 and always scoring 4+ hits.
2. Cover
.
When shooting from cover, every hit on head and one arm (usually right) ignores Cover; other hits have to pass through Cover first. With two-handed weapons, both arms are outside cover.
You can use Half Action to hide completely behind cover, if it's large enough. For example, you can shoot once as Half Action, and then hide, but if you aim and shoot or use Half/Full-Auto, you can be hit in the head and arm normally.
Of course, when using this Half Action to shoot, you can still be hit with Overwatch as normal with every hit on the head and arm ignoring cover.
On a side note - yes, in my book Single is Half Action. Half and Full Auto are both Full Actions and add +10/+20 to BS. If you prefer OW/BC/DH2.0 system, feel free to switch, they're also good, I just prefer this version for shorter and more brutal fights
.
3. Overwatch and Called Shots.
a) Hitting specific body part is a Single Shot, Full Action done at -20.
b) Talents lowering penalties for Called Shot also lower penalties for shooting Small/Miniscule Targets.
c) Overwatch; you may either leave Half Action to do anything you want at any time without penalty (single shot, throw Grenade), or leave Full Action (Full Auto Burst, Called Shot); however, Full Action imposes -20 penalty.
You are still limited to one Attack per Turn
So Called Shot on Overwatch is done at -40 penalty. You need to name the action you'll be using and specify when are you going to use it (for example, "I'm going to shoot first person who walks through these door").
Also, you can Dodge Overwatch and Parry Counterattack normally. That's more controversial, but I find the "no dodging Overwatch/no parrying Counter-Attack" problematic and easy to abuse.
4. Weapon Jam.
a)Weapon Jams on 96+. There are also additional modifiers:
- Unreliable Jams 5 easier
- Plasma "Jams" 5 easier
- Flame: When using Flame weapon, roll 1d10; on 9, it Jams. Unreliable etc. make it Jam easier (i.e. Unreliable Flame Jams on 9 and 10, Poor Quality Unreliable Flame Jams on 8,9,10 etc).
b) Weapon with 2x Unreliable (i.e. Poor-Quality Unreliable Weapon) will Jam 10 easier. It also Jams on every Missed shot.
d) Reliable weapon ignore Jams on 2+ on 1d10. Reliable and Unreliable negate each other.
e) „Jam” works different in case of grenades or missile launchers. Roll 1d10 after shooting; on 2+ it's just a dud, nothing happens. On 1, it explodes, destroying weapon and hitting user with normal Strength.
f) Thrown Weapon that does not explode just fall harmlessly on the ground.
5. Unjamming weapons.
a) Jammed weapon does not shoot this Turn and requires Unjamming.
b) There are 3 basic ways to Unjam weapon (although other special Talents exist too):
- Talent Technical Knock, as a Free Action. Can only be done once a Turn without risking wrath of the Machine Spirit.
- Tech-Use +20, Half Action. Again, can be only done once per Turn, unless you want to risk the wrath of a Machine Spirit.
- Test BS, Half Action. Can be repeated multiple times.
6. Shooting in CC.
a) Pistol can shoot in CC instead of normal Attack (or as a part of Swift Attack). It can only use Single Shot once and gains no benefits to Hit for Range (although Scatter and other such Qualities still work, and weapon counts as on Point Blank Range for those purposes). It also uses BS to hit.
When using Pistol in CC, you use your BS to hit and for special attacks like Feint. However, your attacks can be normally parried/dodged and enemy opposes Feint with his WS.
Even as a part of two-weapon Swift Attack, Pistol can only shoot once. With two pistols, each can shoot only once.
7. Corruption Points/Insanity Points.
a) Characters ignore CP/IP if they received less (before Armour of Contempt and
any
other Talents) than their Corruption/Insanity Bonus. This was created in order to make it possible to play as Radical without gaining 100CP immediately.
This also allows to slap 1d5 Corruption instead of 1 and 1d10 instead of 1d5 for using this obviously Chaos artifact. Also gives more randomness (summoning Deamon can grant 2 CP... or 10 CP). Also gives boost to high CP/IP Characters.
Some Corruption is "true" corruption and ignores Corruption Bonus. Some Corruption from Perils of the Warp Table (automatic 1 CP for entering it) and Corruption gained by failing Gods (BC) ignores Corruption Bonus.
By the way, Insanity 20+ allows ignoring Pinning. Insanity 80+ allows ignoring being on fire.
b) Removing IP:
- 100xp per 1 IP, also requires suitable rest/role-playing.
c) Removing Corruption can only be done if:
- During last session character did not gain any Corruption Points (even if he ignored them by CB or any other means).
- Test WP without any modifiers.
- After passing, character removes 1 CP per DoS. After failing, character removes 1 CP per DoS, but adds 1 IP instead, as he violently removes the taint by any means necessary.
- Passing Malignancy Treshold (if Character has any Malignancy there) gives -20 Penalty to the Test. Passing Mutation Threshold gives -40 Penalty and does not remove Mutation.
8. Others
a) Instant Death: If damage character receives after Armor is more than 3x his TB, Character enters Critical Damage.
For example: you are hit for 22 Damage. You ignore 5 from Armor, this leaves 17. With TB5, it means ignoring first 5 damage, than you loose Wounds equal to max 2xTB. So, you lose 10 Wounds.
Than, remaining 2 Damage enters Critical Damage. This definitely hurt!
This mechanic allows for heavy damage having some effect on the Character without neglecting Wounds completely.
b) True Grit works always the same - lower any Critical Hit (but not RF!) by your TB to a minimum of 1.
c) Criticals are separate on different body parts. This means few things;
- In long-lasting combat, people bleed, suffer, lose Half Actions, break bones, but live longer, allowing for longer and more cinematic fights.
- This also has large effect on my Medicae below.
d) You test Pinning only Once per Turn.
e) You can shoot two Pistols with Semi-Auto as Full Action. You can shoot two Pistols with Single Shot as Half Action. You cannot shoot two pistols on Full Auto.
f) Undivided in BC buy everything 50xp cheaper. If you count, Undivided Characters, no matter what you do, pay more for their build than God-Aligned characters.
g) Righteous Fury hits target with 1d5 Criticals (both humans and machines). Those Criticals do not stack with "normal" criticals (so you can't kill someone with RF only, unless you hit it million times, but it weakens enemies significantly).
h) Two-Handed weapons do not add another dice. Instead, they add +5 Damage. So Great Weapon (2d10 per Core) becomes 1d10+5.
i) Multiple attacks. There are 3 ways of making multiple attacks in CC, each with different effects:
- Swift Attack + Two-Handed Weapon. Flat 2 attacks with great damage.
- Swift Attack + Two-Weapon Wielder(using 2 weapons). Flat 3 attacks with less damage.
- Lightning Attack. One-Hand weapons only. Test WS (-10), passing means hit and +1 hit per DoS up to WS Bonus. Great risk, great reward (For WS60 it means between 0 to 5 hits, if you score Critical Success. 0 to 6 with Best Quality Weapon). All these ways are more or less balanced.
j) Damaging Armor. If you get hit and after Armor and Toughness Reduction (but before True Grit and such) you receive more Damage than the Armor value in this part of the body, reduce Armor there by 1. This can be repaired with Trade (Armorer) or Tech-Use-20 in a way like Medicae - test and if you pass, remove armor damage equal to your Intelligence Bonus +1 per DoS. If you fail to repair it (or to repair it whole), armor requires total maintenance taking at least a day per AP of hard work with special equipment.
9. Medicae
a) Write down every hit separately. So if you're hit for 3,4,2 and 6 Damage, write them down separately.
b) When Healing, you roll once per each Wound. On Success, you Heal Int Bonus +1 per DoS. On Failure, you do not heal.
c) You can only Heal this way once. After you succeed or fail, if any Damage remained, it has to be treated by Extended Care Test. Always start from the largest wound and than go to smaller.
So, if you are hit for 3,4,2 and 6 damage, and you manage to heal 3,4,2 and 4 Damage, it means that you now have 2 Wounds that you cannot Heal without Extended Care.
It has few effects on gameplay.
- First, longer mission tend to be more bloody and painful. This goes especially for Deathwatch and OW, but other systems have the same feeling as well.
- Second, this way of using Medicae allows for some kind of balance. You may heal a lot, but some wounds remain, which symbolizes that even best First Aid has it's limits.
d) Every Critical imposes a -10 Penalty on a Medicae Test. As mentioned later, I count criticals in different body parts separately, so it's possible - and happened to me few times - to have characters with 10+ criticals (for example, 2 criticals in both hands, 5 in body and 3 in head), which symbolizes wounds too complex to heal with First Aid, unless you have way more than 100 on Medicae.
e) Extended Care: You automatically heal TB Light Wounds/day, 1 Heavy Wound per day, and 1 Critical per Week. Medicae heals as usual, but can be used only once per day (Light or Heavy) or week (Critical Damage). For Extended Care, you count all Wounds together (so you can heal them all with good rolls).
10. Fatigue
a) Fatigue gives flat -10 Penalty to all Characteristics Tests no matter how much Fatigue you have.
b) If Fatigue goes over your TB, you lose consciousness.
c) If Fatigue goes over 2xTB, you get 1 Damage per Fatigue. If you are on Critical, GM applies damage on a different body parts in order to minimize further Fatigue from Critical (i.e. if you can apply it to head for "lose Half Action" and leg for "1 Fatigue", you choose head) or to avoid dying.
d) If Fatigue goes over 3x your TB, you die.
11. Daemons
a) There is a decision to make here. Daemons per fluff have Force Fields in Tabletop because of their weird nature that allows them to survive wounds that would kill any living being.
There are two ways of showing it in RPG, both are equally good:
- Every Daemon has a 30 Rating Force Field that does not Overheat (Tzeentch of course gets better Field Rating, usually 50, for being Tzeentch). This shows that their weird nature can protect them from Lascannon hit, but even low-damage Weapons can kill them if they're lucky.
- Every Daemon has upgraded Stuff of Nightmare Trait, which makes them ignore any Critical Hit that
does not kill them
. No "Ignore effects" - ignore it altogether, so you can't just stuck one Criticals eight times to kill them, you need to hit them so hard that they instantly die. Which means that low-damage weapons struggle to kill them, or even plain out can't do anything to them. It also has a nice side-effect of making PC's cry by ignoring effects of RF. Holy/Tainted Weapons ignore this Trait.
I chose option with Stuff of Nightmares and I'm happy with my choice, but it's a matter of personal preference.
b)
I made some standard "packages" for Deamons - it's Chaos, so you can randomize them at will, using, for example, rules from Deamon Hunter; but you have some base template, and you can use it in case of a sudden Daemonic appearance. You can also apply this package after translating from Tabletop using my rules below. They also apply to Daemon Princes.
Unnaturals from specific Gods apply again in case of Heralds (but not Daemon Princes) - for example, Herald of Nurgle has Unnatural Toughness +20 and x4 - +10 from being a Daemon of Nurgle, +10 for being a Herald of Nurgle, Daemonic Toughness, Nurgle UT from being a daemon of Nurgle and again Nurgle UT from being a Herald.
Every Daemon of Nurgle has +10 Toughness, True Grit and Unnatural Toughness x2 (on top of Daemonic TBx2, so normal Daemons have TBx3).
Every Daemon of Khorne has+10 Strength, Swift Attack, Lightning Attack, and Unnatural Strength x2 (on top of Daemonic SBx2,
so normal Daemons have SBx3
).
Every Daemon of Tzeentch has +10 Willpower, Unnatural Willpower x2, at least Psy Rating 1, and Field Rating of 35 (or 50, if it already had Field Rating).
Every Daemon of Slaanesh gains +10 Agility and Fellowship, Unnatural Agility x2 and Unnatural Fellowship x2, Heightened Senses (all), Step Aside, Sprint, Hard Target and Assasin Strike.
Note: Slaaneshi have 2 Unnaturals because they got weaker Unnaturals - Unnatural Strength and Toughness are crazy strong, Unnatural Willpower gives bonuses to Psychic Power and gives +1 Psy Rating, and Unnatural Agility only gives +1 Degree on Tests, since it doesn't affect Movement.
Marks of Chaos are given to mortals, so they have lesser effects (altough Daemon Princes and others after 100 Infamy get the full benefits above!):
- Mark of Nurgle: Unnatural Toughness +2, True Grit. NPCs also gain +10 Toughness.
- Mark of Khorne: Unnatural Strength +2, Brutal Charge, Swift Attack. NPCs also gain +10 Strength.
- Mark of Tzeentch: Psy Rating 2 or +1 to Psy Rating if character already has it, Unnatural Willpower +2, either Stuff of Nightmares or Force Field (depending on interpretation of Daemonic rules). NPC's also gain +10 Willpower.
- Mark of Slaanesh: Unnatural Agility +2, Unnatural Fellowship +2, Heightened Senses (all), Step Aside. NPC's also gain +10 Agility or +10 Fellowship.
- Mark of Chaos Undivided: Unnatural Infamy +2. For Daemon Princes, this increases to Unnatural Infamy x2. Yes, this works for their Infamy Points as normal.
Note: with these rules, Stuff of Nightmares+True Grit makes characters nearly unkillable. If you are using these rules, you may want to ban this combination - either you have weird physiology, or you have extremely tough physiology, not both at once! Daemons of Nurgle could be an only exception, since this combination makes them as hard to kill, as they should be.
For example, normal Daemon of Nurgle with TB15 requires 15(TB) + 15(True Grit) + 7(to hit deadly Critical) = 37 damage to kill once it hits Critical Damage. Heavy Weapons or Hordes are necessary here! Or Holy/Tainted Weapons, as they ignore both Daemonic Toughness and Stuff of Nightmares.
Conversions from TT to RPG v1
These are general rules - in order to make some variations, you should modify them by 1 here and there, or change to other effect, otherwise it gets boring. For example, Ork Shoota is S/3/5 instead of S/3/- Storm. So it hits a little bit easier, but has 1 shot less if rolled maximum number of hits. So you should modify them at will. I will also try to create an example bestiary, but I'm not sure if I can make it in reasonable time, so be patient, please
.
Weapon Strength
:
- I can't think of any S1 or S2 weapon right now, so I'll leave them. But I think it would be 1d5 and 1d10 accordingly.
- S3 = 1d10+2(Civilian pistol) to 1d10+5(Hand cannon/heavy stubber)
- S4 = 1d10+8(Ork Weapons) to 1d10+9(Bolters).
- S5 = 1d10+12 (Heavy Bolter, Tau Burst Cannon)
- S6 = 2d10+8 (Multilaser, Tau Plasma, Krak Grenade)
- S7 = 3d10+7 (Autocannon, Tau Missile Pod)
- S8 = 4d10+10 (Melta, Krak Missile)
- S9 = 5d10+20 (Lascannon)
- S10 = 6d10+30 (4E Railgun)
Things worth noticing:
First, some weapons have differences based on individual cases (Flamers have lower Damage, but they have Flame special rule; Bolters have nearly the same damage as other S4 weapons, but they have Tearing to show that they're a little bit better than standard S4, etc).
Second, damage scales up the faster, the higher it is. Difference between S3 and S4 is ~5; difference between S9 and S10 is 1d10+10. Also, there is a smaller than usual difference between S4, S5 and S6. However, I find this working surprisingly well despite that. I'm using this system in my campaign for a long time and it seems to be fine.
Weapon's Rate of Fire
Assault/Heavy 1 = S/-/-
Rapid Fire/Heavy 2 = S/3/-
Assault 2 = S/3/- Storm (or, for example, S/3/- Scatter in case of combat shotguns)
Assault/Heavy 3 = -/-/6
Assault/Heavy 4 = S/5/10
Assault/Heavy 5 = S/5/10 Storm
As most of you will immediately notice, there is small difference between 2 hits from TT and 3 hits from TT. This is... weird, but to be honest, I found it working really good - there is still a difference in firepower, and also +20 bonus instead of +10, that make it work.
As usual, there are exceptions. Autoguns and Autopistols are biggest of them, but I like them sooo much in their current version, I kept them despite everything. Be warned though, for balance reasons you should at least halve Autoguns RoF, and even better change it to Half Auto!
.
Weapon's Armor Penetration:
AP0 = AP0
AP6 = AP2
AP5 = AP4
AP4 = AP5
AP3 = AP7
AP2 = AP10
AP1 = AP14
*
Based on my experience, boosting AP1 makes Melta weapons so deadly to vehicles that they explode almost immediately, even faster than they should by Lore.
Few points. Yes, they again scale faster the higher they go. And, also worth noticing, AP3 is slightly weaker than 3+ save, and the same goes for AP4 and 4+ save, as you'll see in a moment. This is again intentional.
Armor:
- = No Armor
6+ = 2 Armor
5+ = 4 Armor
4+ = 6 Armor
3+ = 9 Armor (SM have 8 everywhere and 10 on Body, usually, depending on what Mark is it)
2+ = 13 Armor (Artificer Armor has 10 everywhere and 12 Body, Terminator has 14 everywhere and 16 Body)
Note: Cover should be either the same as Armor value above, or, to make Cover stronger (as it should be, as adamantium walls are tougher than Power Armour, with all due respect
), double this value.
Double the value also gives much more importance to cover and kind of remains like in most editions of Tabletop where Penetration coudn't penetrate Cover. I tend to work with "Cover = 2x Armor", and rulebooks/pre-made adventures seem to agree, especially Only War. But both are fine.
Creature's Strength:
- S2 = 20 Strength
- S3 = 30 Strength
- S4 = 40 Strength and Unnatural (x2) (Yes, I'm still using x2 instead of +4 most of the time, but it's not much of a difference here), effectively SB8
- S5 = 50 Strength and Unnatural (x3), effectively SB15
- S6 = 60 Strength and Unnatural (x4), effectively SB24
- S7 = 70 Strength and Unnatural (x5), effectively SB35
And so on. This way, Strength is close to Weapon Strength, although it does scale faster on higher levels (S8, S9 and S10). But there aren't too many S9 creatures out there anyway, and if your players are fighting 3E Nightbringer, they deserve some trouble. Also, damage in CC is less random compared to Ranged, which can be good or bad (less dice = more stable damage, but smaller chance for RF, balanced by higher Damage output overall).
Worth noticing: These are just a basic framework. There are exceptions. For example, in my book, Scouts have SB/TB6; Marines SB/TB8; Veterans/Terminators/Sternguard/Vanguard SB/TB10; Capitans SB/TB12. The same applies to other creatures.
I tend to use
Agility
work as above, however with exception of Space Marines, who do not get Unnatural Agility. I feel that they already have multiple other boosts and Unnatural is pointless, especially as it makes Combat Formation and Combat Sense totally useless. So Marines get 40 Agility, without Unnatural.
Toughness:
- T2 = 20 Toughness
- T3 = 30 Toughness
- T4 = 40 Toughness and Unnatural (x2) (Yes, I'm still using x2 instead of +4 most of the time, but it's not much of a difference here), effectively TB8
- T5 = 50 Toughness and Unnatural (x3), effectively TB15
- T6 = 60 Toughness and Unnatural (x3+2*), effectively TB20
- T7 = 70 Toughness and Unnatural (x3+4*), effectively TB25
* UPDATE: Making values bigger led to high Toughness creatures being nearly unkillable because of "TB ignores Penetration". So just effectively increase it by 5 each time after.
Again, few important points. All Space Marines have True Grit, which others usually do not - that's because I like my SM as a "special snowflake". So, that's probably going to change based on your perception of SM. Orks also have it, and Deamons of Nurgle.
Jump between T4 and T5 is bigger than between Weapon Damage S4 and S5, but it's intentional - from my experience, Heavy Bolters/Tau weaponry and such still hurt T5 creatures, it's just a little bit of boost toward T5 creatures compared to S5 weapons. Works good, so I do not want to change that.
Willpower:
- WP5= 25 Willpower
- WP6= 30 Willpower
- WP7= 35 Willpower
- WP8 = 40 Willpower
- WP9 = 45 Willpower
- WP10 = 50 Willpower
Unfortunately, it's impossible to make an automatic scale of Willpower conversion for RPG. There are too many variables. The above table should serve as default, however Psykers will be an obvious exception, having at least 10 Willpower higher than above.
Weapon Skill/Ballistic Skill:
- WS/BS1= 10 WS/BS
- WS/BS2= 20 WS/BS
- WS/BS3= 30 WS/BS
- WS/BS4= 50 WS/BS
- WS/BS5= 60 WS/BS
- WS/BS6= 70 WS/BS, Unnatural x2
- WS/BS7= 80 WS/BS, Unnatural x3
- WS/BS8= 90 WS/BS, Unnatural x4
- WS/BS9= 99 WS/BS, Unnatural x5
It's worth noting that in melee, units with BS5+ should definitely have Best Quality Weapons, giving them another +10 to WS. It's hard to make good automatic converter for WS/Bs, but above should serve as a base.
Wounds:
- 1 Wound = 10-15 Wounds. SM are again an exception, having around 20-25 Wounds
- 2 Wounds = 20-25 Wounds
- 3 Wounds = 35-40 Wound
- 4 Wounds = 50-60 Wounds
- 5 Wounds = 70-85 Wounds
- 6 Wounds = 90-110 Wounds
And few notes. Again, Wounds are scaling up faster when they go higher. This is again intentional, to make bigger monsters more capable in combat.
Vehicle Armor:
Note: Open-Topped removes 4 points of Armor and allows Flame wepons or Called Shots to hit passangers.
- AV10 = 20 Armor (can be hurt by Bolters, but not too easy), 20 Structural Integrity
- AV11 = 24 Armor (can be hurt by Heavy Bolters and Tau Burt Cannons), 30 Structural Integrity
- AV12 = 30 Armor (can be hurt by Multi-Laser), 40 Structural Integrity
- AV13 = 36 Armor (can be hurt by Krak Missile), 50 Structural Integrity
- AV14 = 42 Armor (can be hurt by Lascannons), 60 Structural Integrity
Note: This does not take Super-Heavy into concern. Super-Heavy Vehicles add +8 Armor everywhere and double their Structural Integrity. This also appliers to indestructible Land Riders.
W
hen shooting, you use higher Structural Integrity, so vehicle with Armor 14 front, 13 on sides and 10 on the back still has 60 Structural Integrity for Armor 14, even when you shoot it at the back. In Close combat, all non-Walker vehicles are hit in their back armor, Walekrs however are always hit on the front armor.
You can use statistics and Mathammer to make more calculations, but these vehicles suit my vision - tough, dangerous, but can be taken down in a volley of sustained fire or few lucky shots.
Fixes and updates