A lot of people have been complaining about vehicle armor values and that they are way too high, so I went and took a look at them myself. I will admit that at first glance, they do seem way too high, however; before I pass judgment, I thought it best if I really took a close look at everything. So, for those of you who have an aversion to mathematics, I would suggest leaving this thread now.
The vehicles that will be tested are as follows:
Leman Russ MBT
Chimera IFV
Defiler
Trukk
I feel that this sample best represents the most common threats players will face.
The weapons being tested are as follows:
Battle Cannon (with and without AT shells)
Vanquisher Cannon
Las Cannon
Multi-Melta
Plasma Cannon (on Maximal setting)
Auto-cannon
Krak Missile
Hunter-Killer Missile
These weapons have been chosen because I feel they are the most common weapons that a player would use when combating enemy armor.
Test will be conducted using a competent gunner (BS40) who is making standard attacks (+10) with a half action to aim (+10) in addition to any relevant bonuses granted from a weapon itself. The gunner will take six (6) shots at each facing. I figure if you can make 6 attacks on something, and you haven’t destroyed or seriously damaged it by then, then what you’re doing isn’t working. Since this test is primarily to test a vehicle’s survivability, they will not return fire. Once all the testing data has been posted, I will post up my overall review of the testing for the weapons and the targets and what changes I think should be made.
Data Format:
(Weapon Name) (Weapon Damage and Penetration) (Extra Rules)
(Facing being attacked)-(number of hits): (hit location)
(Damage roll)= (SI damage) (number of RF’s scored)
(End result) (Overall Effect)
Target: Leman Russ MBT
Armor- 45/32/25
SI- 70
Weapon: Battle Cannon (3d10+10 8pen) (AT shells 12pen)
Front-
4 hits: 2 Motive, 1 Hull, 1 Weapon
30,31,21,26= 0,0,0,0 (2 RF’s)
Effect:
Total SI 68/70, (
No Effect
)
Side- 5 hits: 4 Hull, 1 Motive
32,28,27,28,26= 8,4,3,4,2 (3 RFs)
Effect:
Total SI 49/70, 2 Possible crew stunned, -10 BS for one round, Operator takes 1 Fatigue, Possible new random facing (
Very Poor Effect
)
Rear-
5 hits: 1 Turret, 3 Hull, 1 Motive
35,22,25,24,27= 0,5,8,7,10 (3 RFs)
Effect:
Total SI 39/70, Random crewman injured, vehicle out of control (
Very Poor Effect
)
The following is the outcome of the attacks, had Anti-Tank shells been used:
Front- Same Effect
Side- 29/70 SI, Moderate Effect
Rear- 20/70 SI, Poor Effect
Overall: The Battle Cannon is a poor counter to a Leman Russ with the current rules. While AT shells help, it still takes a lot of pounding to crack this nut. In my mind, 6 AT shells to the rear is far more than it should take to kill a tank.
Weapon: Vanquisher Cannon (3d10+10 16pen) (Accurate)
Front-
3 hits: 1 Weapon, 2 Motive
39,46,36= 10,17,7 (1 RF)
Effect:
Total SI 36/70, Restricted to tactical speed for a turn (
Poor Effect
)
Side-
3 hits: 1 Motive, 1 Hull, 1 Turret
40,34,35= 24,18,6 (1 RF)
Effect:
Total SI 32/70, (
Poor Effect
)
Rear-
3 hits: 2 Hull, 1 Turret
44,19,29= 35,10,0 (0 RFs)
Effect:
Total SI 25/70 (
Poor Effect
)
Overall: The Vanquisher did much better than the Battle Cannon, my terrible rolls notwithstanding. However, one would think that such a grand weapon as the Vanquisher, being specially designed to kill armor (and a primary weapon used by ground forces to take down Titans) that you would see some better results even with just 3 hits. Accurate is what really makes this gun stand apart, I got a lot of extra 2d10s. Again, I expect a lot more after 6 shots from such a “fearsomely powerful” weapon.
Weapon: Las Cannon (5d10+10 10pen) (Proven 3)
Front-
3 hits: 1 Weapon, 1 Motive, 1 Hull
44,42,35= 9,7,0 (2 RFs)
Effect:
Total SI 54/70, Weapon jammed, Fuel leak -20 crew actions until fixed (
Poor Effect
)
Side-
4 hits: 1 Hull, 1 Motive, 2 Turret
45,35,45,35= 20,10,10,0 (2 RFs)
Effect:
Total SI 30/70, Burst gas line -20 crew actions until fixed, Turret Locked (
Poor Effect
)
Rear-
4 hits: 1 Turret, 3 Hull
36,48,30,24= 1,23,5,0 (1 RF)
Effect:
Total SI 41/70, Rear armored reduced by 1d10 (
Very Poor Effect
)
Overall: The Las Cannon really looked like it would do well, and it did aright overall, but once again, for a weapon that is known for its ability to knock out armor, it didn’t do very well. It probably could have done a lot better on the Rear test, but that’s just the way the dice fall.
Weapon: Multi-Melta (2d10+16 12pen) (Melta)
Front-
5 hits: 2 Turret, 3 Weapon
30,23,29,31,26= 0,0,0,0,0 (1 RF)
Effect:
Total SI 69/70, (
No Effect
)
Side-
4 hits: 2 Motive, 1 Hull, 1 Weapon
24,25,30,34= 1,2,7,11 (0 RFs)
Effect:
Total SI 49/70 (
Very Poor Effect
)
Rear-
3 hits: 2 Weapon, 1 Motive
26,31,29= 13,18,16 (1 RF)
Effect:
Total SI 23/70 Weapon jammed (
Poor Effect
)
Overall: Yet another big letdown; the Multi-melta just doesn’t have the damage dice to stack up with other weapon even if it does have good penetration. Had the attacks been made at short range, however; a kill might have been scored on the rear test and a respectable amount of damage would have been added to the other two facings.
Weapon: Plasma Cannon (3d10+10 10pen) (Maximal setting)
Front-
2 hits, 1 Weapon, 1 Hull
17,36= 0,1 (1 RF)
Effect:
Total SI 69/70 Weapon takes -10 for 1d5 (
No Effect
)
Side-
3 hits: 2 Hull, 1 Motive
27,24,32= 2,0,7 (0 RFs)
Effect:
Total SI 61/70, (
Very Poor Effect
)
Rear-
2 hits: 1 Motive, 1 Hull
32,34= 17,19 (2 RFs)
Effect:
Total SI 34/70, Motive Systems Impaired, random crewman injured (
Moderate Effect
)
Overall: The Plasma Cannon simply doesn’t cut it in an anti-armor role. The only way it can really be effective is if it is set to Maximal mode, meaning its fire rate is slowed considerably. Despite the fact that I only made 3 attacks with it in this test, I think it did pretty well, it’s just too slow though. You also run the rest of Overheat when on Maximal, not to mention the gun eats ammo like crazy.
Weapon: Autocannon (3d10+8 6pen)
Front-
2 hits: 2 Turret
15,33= 0,0 (1 RF)
Effect:
Total SI 69/70 (
No Effect
)
Side- 4 hits: 3 Hull, 1 Turret
26,23,23,29= 0,0,0,0 (1 RF)
Effect:
Total SI 69/70 (
No Effect
)
Rear-
5 hits: 2 Hull, 1 Weapon, 2 Turret
25,20,24,30,34= 8,3,7,0,0 (2 RFs)
Effect:
Total SI 50/70 (
Very Poor Effect
)
Overall: If you have a Leman Russ rolling your way and you have an Autocannon, don’t even bother. Just drop it and run.
Weapon: Krak Missile (3d10+8 8pen)
Front-
4 hits: 1 Motive, 1 Hull, 2 Turret
36,15,27,20= 0,0,0,0 (1 RF)
Effect:
Total SI 69/70 (
No Effect
)
Side-
4 hits: 1 Hull, 3 Motive
29,25,18,31= 2,0,0,4 (2 RFs)
Effect:
Total SI 63/70 Possible new facing (
Alost No Effect
)
Rear-
3 hits: 2 Hull, 1 Motive
18,30,28= 1,13,11 (1 RF)
Effect:
Total SI 45/70, Vehicle out of control (
Very Poor Effect
)
Overall: Once again a stable anti-armor weapon proves completely useless against armor. The only thing these anti-tank missiles are capable of is dinging the paint pretty much.
Weapon: Hunter-Killer Missile (3d10+6 6pen)
Front-
5 hits: 2 Weapon, 1 Motive, 1 Hull, 1 Turret
23,20,17,27,28= 0,0,0,0,0 (0 RFs)
Effect:
Total SI 70/70 (
No Effect
)
Side-
5 hits: 2 Hull, 2 Weapon, 1 Turret
19,20,23,24,10= 0,0,0,0,0 (1 RF)
Effect:
Total SI 69/70 (
No Effect
)
Rear-5 hits: 3 Hull, 2 Motive
16,20,20,27,19= 0,1,1,8,0 (1 RF)
Effect:
Total SI 60/70, Possible crew stun (
Very Poor Effect
)
Overall: Sure they have a good hit rate, but even the small reduction in damage makes them even worse than Krak Missiles.
********************
********************
Target: Chimera IFV
Armor- 35/28/20
SI- 35
Weapon: Battle Cannon (3d10+10 8pen)
Front-
4 hits: 3 Hull, 1 Turret
31,20,34,22= 4,0,7,0 (1 RF)
Effect:
Total SI 24/35, Reduce frontal armor by 1d10 (
Very Poor Effect
)
Side-
5 hits: 2 Turret, 1 Weapon, 2 Hull
24,22,25,28,27= 0,2,5,8,0 (1 RF)
Effect:
Total SI 14/35, (
Very Poor Effect
)
Rear-
1 hit: 1 Hull
31= 19 (0 RFs)
Effect:
Total SI 16/35 (
Good Effect
)
Overall: I’ve very surprised at how poorly the Battle Cannon did against the Chimera. Even a large number of hits on its front and sides didn’t get it down very low. The one shot from the rear was very nice, and if another one or two had hit it might have been destroyed. Had AT shells been used the side test probably would have resulted in destruction as well.
Weapon: Vanquisher Cannon (3d10+10 16pen) (Accurate)
Front-
4 hits: 1 Hull, 1 Turret, 1 Weapon, 1 Motive
34,36,36,32= 15,17,17,12 (0 RFs)
Effect:
Vehicle Destroyed after 3 hits. (
Moderate Effect
)
Side-
1 hit: 1 Weapon
25= 17 (0 RFs)
Effect:
Total SI 18/35 (
Good Effect
)
Rear-
3 hits: 2 Weapon, 1 Hull
25,28,39= 21,24,35 (2 RFs)
Effect:
Vehicle Destroyed after 2 Hits (
Very Good Effect
)
Overall: The Vanquisher did a LOT better in these tests, however; I think it still look a little too long to kill the target in most cases.
Weapon: Las Cannon (5d10+10 10pen) (Proven 3)
Front-
2 hits: 1 Hull, 1 Weapon
41,43= 16,18 (1 RF)
Effect:
Total SI 1/35, Frontal armored reduced by 1d10 (
Very Good Effect
)
Side- 6 hits: 2 Weapon, 2 Hull, 1 Motive, 1 Turret
25,35,43,46,41,34= 7,17,25,28,23,16 (1 RF)
Effect:
Vehicle Destroyed after 3 hits (
Good Effect
)
Rear-
4 hits: 2 Turret, 1 Motive, 1 Hull
34,42,38,43= 9,17,28,33 (1 RF)
Effect:
Vehicle Destruction after 3 hits (
Good Effect
)
Overall: The Las Cannon preformed quite well I think, it could have done better, but it did alright.
Weapon: Multi-Melta (2d10+16 12pen) (Melta)
Front-
2 hits: 2 Hull
28,31= 5,8 (0 RFs)
Effect:
Total SI 22/35 (
Poor Effect
)
Side-
5 hits: 1 Motive, 1 Weapon, 3 Hull
29,29,29,26,19= 13,13,13,10,3 (0 RFs)
Effect:
Vehicle Destroyed after 4 hits (
Moderate Effect
)
Rear- 4 hits: 3 Weapon, 1 Motive
28,24,32,30= 20,16,24,22 (0 RFs)
Effect:
Vehicle Destruction after 3 hits (
Poor Effect
)
Overall: Again, despite having good Penetration, the Multi-Melta just doesn’t have the damage dice to back it up. Had the attacks been made at short range, then the doubled penetration would have resulted in much quicker destruction of the target.
Weapon: Plasma Cannon (3d10+10 10pen) (Maximal setting)
Front-
2 hits: 1 Hull, 1 Turret
32,22= 7,0 (1 RF)
Effect:
Total SI 27/35 (
Poor Effect
)
Side-
2 hits: 1 Weapon, 1 Hull
22,25= 4,7 (0 RFs)
Effect:
Total SI 24/35 (
Very Poor Effect
)
Rear-
3 hit: 1 Weapon, 1 Hull, 1 Turret
28,34,13= 18,24,0 (2 RFs)
Effect:
7 Critical Hull Damage, Open Topped, 20% chance last attack hit all crew (
Good Effect
)
Overall: Again the Plasma Cannon’s slow rate of fire when set to Maximal hurts it a lot. That being said, I rolled rather well on the rear and ended up doing a good amount of damage.
Weapon: Autocannon (3d10+8 6pen)
Front-
4 hits: 1 Weapon, 1 Motive, 2 Turret
21,25,23,17= 0,0,0,0 (3 RFs)
Effect:
Total SI 33/35 (
No Effect
)
Side-
4 hits: 3 Hull, 1 Weapon
35,28,13,19= 13,6,0,0 (0 RFs)
Effect:
Total SI 16/35 (
Moderate Effect
)
Rear-
3 hits: 1 Motive, 1 Turret, 1 Weapon
25,18,26= 11,0,12 (1 RF)
Effect:
Total SI 12/35, Gunner stunned for 1 round (
Moderate Effect
)
Overall: The Autocannon just isn’t that great of an anti-armor weapon. While it has decent damage dice, it simply lacks the penetration.
Weapon: Krak Missile (3d10+8) (Proven 2)
Front-
3 hits: 2 Hull, 1 Turret
29,27,16= 2,0,0 (1 RF)
Effect:
Total SI 33/35, Random crewman injured (
Almost No Effect
)
Side-
3 hits: 1 Weapon, 1 Turret, 1 Hull
24,26,28= 4,0,8 (0 TFs)
Effect:
Total SI 23/35 (
Poor Effect
)
Rear-
3 hits: 2 Hull, 1 Weapon
22,20,24= 10,8,12 (1 RF)
Effect:
Total SI 5/35, Shooting at -10 for 1d5 (
Good Effect
)
Overall: Yet more poor performance from a staple anti-armor weapon.
Weapon: Hunter-Killer Missile (3d10+6 6pen)
Front-
5 hits: 1 Weapon, 2 Hull, 1 Motive, 1 Turret
23,24,19,22,22= 0,0,0,0,0 (2 RFs)
Effect:
Total SI 33/35 (
No Effect
)
Side-
5 hits: 1 Turret, 3 Hull, 2 Weapon
13,26,29,17,29= 0,4,7,0,7 (3 RFs)
Effect:
Total SI 17/35, Gun jammed, Crew possibly stunned, -20 crew actions until repaired (
Poor Effect
)
Rear- 3 hits: 1 Motive, 1 Turret, 1 Hull
23,20,13= 9,6,0 (1 RF)
Effect:
Total SI 20/35, Vehicle out of control (
Poor Effect
)
Overall: Again, the missile hits a lot, but it hard does any damage, so what’s the point?
********************
********************
Target: Defiler
Armor- 39/35/25
SI-55
Weapon: Battle Cannon (3d10+10 8pen)
Front- 2 hits: 1 Hull, 1 Turret
30,26= 0,0 (1 RFs)
Effect: Total SI 53/55 (No Effect)
Side- 3 hits: 1 Weapon, 2 Hull
28,17,21= 1,0,0 (1 RF)
Effect: Total SI 54/55, Weapon Locked/Damaged (Almost No Effect)
Rear- 6 hits: 4 Hull, 1 Motive, 1 Turret
24,23,33,35,35,24= 7,6,16,18,18,7 (4 RFs)
Effect: Vehicle Destroyed after 5 hits (Poor Effect)
Overall: Once again the Battle Cannon shows that it’s a poor choice for taking on enemy armor. Even using AT shells wouldn’t have made the front and side test much difference, and only sped up the rear test by a little.
Weapon: Vanquisher Cannon (3d10+10 16pen) (Accurate)
Front- 3 hits: 1 Hull, 1 Turret, 1 Weapon
42,19,17= 19,0,0 (0 RFs)
Effect: Total SI 36/55 (Moderate Effect)
Side- 3 hits: 1Hull, 1 Weapon, 1 Turret
24,30,27= 5,11,8 (0 RFs)
Effect: Total SI 31/55 (Poor Effect)
Rear- 6 hits: 3 Hull, 1 Weapon, 1 Motive, 1 Turret
26,25,37,24,27,40= 17,16,28,15,18,31 (1 RF)
Effect: Vehicle Destroyed after 4 hits (Poor Effect)
Overall: While it didn’t do as bad as it did against the Leman Russ, it still didn’t do that well.
Weapon: Las Cannon (5d10+10 10pen) (Proven 3)
Front- 3 hits: 2 Turret, 1 Hull
36,39,37= 7,10,8 (0 RFs)
Effect: Total SI 30/55 (Moderate Effect)
Side- 2 hits: 1 Motive, 1 Hull
37,39= 12,14 (1 RF)
Effect: Total SI 29/55 (Good Effect)
Rear- 4 hits: 2 Hull, 1 Turret, 1 Motive
41,35,45,45= 26,6,28,30 (0 RFs)
Effect: Vehicle Destroyed after 4 hits (Moderate Effect)
Overall: I think this has been the best showing of the Las Cannon so far. It did quite well in all tests, even if it only managed one kill.
Weapon: Multi-Melta (2d10+16 12pen) (Melta)
Front- 3 hits: 1 Weapon, 2 Hull
23,22,27= 0,0,0 (0 RFs)
Effect: Total SI 55/55 (No Effect)
Side- 6 hits: 2 Motive, 2 Weapon, 1 Hull, 1 Turret
24,28,26,34,23,23= 1,5,3,11,0,0 (1 RF)
Effect: Total SI 38/55, -10 on shooting for 1 round (Very Poor Effect)
Rear- 3 hits: 2 Motive, 1 Turret
32,20,25= 19,3,12 (1 RF)
Effect: Total SI 21/55, Restricted to tactical speed for 1 turn (Moderate Effect)
Overall: Again, the Multi-Melta loses out because of its low damage dice. I’m starting to think the only way it would make a decent anti-armor weapon is if you made all your attacks from short range for an extra 12 penetration.
Weapon: Plasma Cannon (3d10+10 10pen) (Maximal setting)
Front- 2 hits: 1 Hull, 1 Weapon
25,27= 0,0 (0 RFs)
Effect: Total SI 55/55 (No Effect)
Side- 2 hits: 1 Hull, 1 Weapon
22,31= 0,6 (0 RFs)
Effect: Total SI 49/55 (Very Poor Effect)
Rear- 1 hit: 1 Turret
26= 0 (0 RFs)
Effect: Total SI 55/55 (No Effect)
Overall: Even scoring 2 out of three hits, the Plasma Cannon was unable to do much of anything. To be fair, however; the rear shot was a turret hit so it’s not exactly a fair representation of what it could have done.
Weapon: Autocannon (3d10+8 6pen)
Front- 2 hits: 1 Weapon, 1 Hull
36,27= 3,0 (2 RFs)
Effect: Total SI 51/55, Gunner stunned for 1 round (Almost No Effect)
Side- 6 hits: 3 Hull, 1 Motive, 1 Turret, 1 Weapon
27,26,38,26,19,27= 0,0,4,0,0,0 (3 RFs)
Effect: Total SI 49/55, Burst gas line -20 to crew actions until fixed (Almost No Effect)
Rear- 3 hits: 2 Hull, 1 Motive
19,25,23= 0,6,4 (1 RF)
Effect: Total SI 45/55, Possible crew stunned (Very Poor Effect)
Overall: Lacking any real penetration, the Autocannon once again fails to be any sort of effective against armor.
Weapon: Krak Missile (3d10+8 8pen) (Proven 2)
Front-
6 hits: 2 Motive, 3 Hull, 1 Weapon
29,31,25,23,22,32= 0,0,0,0,0,1 (3 RFs)
Effect:
Total SI 52/55, Front armor reduced by 1d10 (
Almost No Effect
)
Side-
1 hit: 1 Hull
20= 0 (0 RFs)
Effect:
Total SI 55/55 (
No Effect
)
Rear-
5 hits: 3 Hull, 1 Turret, 1 Motive
22,26,27,20,21= 5,9,10,3,4 (0 RFs)
Effect:
Total SI 24/55 (
Very Poor Effect
)
Overall: Yet again one of the most basic of anti-armor weapons fails to do anything at all.
Weapon: Hunter-Killer Missile (3d10+6 6pen)
Front-
4 hits: 2 Motive, 1 Hull, 1 Weapon
20,26,17,23= 0,0,0,0 (1 RF)
Effect:
Total SI 54/55 (
No Effect
)
Side-
5 hits: 2 Weapon, 1 Hull, 1 Motive, 1 Turret
31,20,26,28,26= 2,0,0,0,0 (0 RFs)
Effect:
Total SI 53/55 (
Almost No Effect
)
Rear-
5 hits: 3 Hull, 1 Motive, 1 Weapon
15,18,22,27,17= 0,0,3,8,0 (1 RF)
Effect:
Total SI 44/55 (
Very Poor Effect
)
Overall: Again the HK Missile proves completely useless.
********************
********************
Target: Trukk
Armor- 32/27/25
SI- 29
Weapon: Battle Cannon (3d10+10 8pen)
Front-
4 hits: 3 Hull, 1 Turret
32,21,26,24= 8,0,2,0 (1 RF)
Effect:
Total SI 19/29, Burst fuel line -20 to crew action until fixed (
Poor Effect
)
Side-
3 hits: 1 Weapon, 2 Motive
27,25,15= 8,6,0 (0RFs)
Effect:
Total SI 15/29 (
Moderate Effect
)
Rear-
2 hits: 2 Turret
24,23= 0,0 (0 RFs)
Effect:
Total SI 29/29 (
No Effect
)
Overall: The Trukk turned out to have a thicker hide than I anticipated and the Battle Cannon turned out to not be that great. Had AT shells been used it might have managed to get the target down into criticals on some of the tests, but I doubt it would have resulted in a kill.
Weapon: Vanquisher Cannon (3d10+10 16pen) (Accurate)
Front-
4 hits: 3 Motive, 1 Hull
37,29,19,33= 21,13,3,17 (1RF)
Effect:
Vehicle Destroyed after 4 hits (
Good Effect
)
Side-
4 hits: 2 Turret, 2 Hull
24,30,35,26= 8,19,19,15 (1 RF)
Effect: Vehicle Destroyed after 3 hits (
Very Good Effect
)
Rear-
5 hits: 2 Weapon, 3 Motive
45,31,37,27,41= 36,22,28,18,32 (1 RF)
Effect:
Vehicle Destroyed after 2 hits (
Excellent Effect
)
Overall: I think this has been the best showing of any weapon so far. The Vanquisher even came close to killing the Truckk with just one hit to the rear.
Weapon: Las Cannon (5d10+10 10pen) (Proven 3)
Front-
2 hits: 2 Hull
43,33= 21,22 (2 RFs)
Effect:
Vehicle Destroyed after 2 hits (
Very Good Effect
)
Side-
5 hits: 1 Hull, 3 Turret, 1 Weapon
32,40,29,35,44= 15,18,7,18,27 (2 RFs)
Effect:
Vehicle Destroyed after 3 hits (
Good Effect
)
Rear-
3 hits: 1 Turret, 1 Motive, 1 Hull
35,50,46= 20,35,31 (2 RFs)
Effect:
Vehicle Destroyed after 2 hits (
Excellent Effect
)
Overall: I think the numbers speak for themselves. That Trukk never stood a chance. I think these are the highest overkill numbers I’ve seen so far.
Weapon: Multi-Melta (2d10+16 12pen) (Melta)
Front-
3 hits: 2 Motive, 1 Turret
25,28,26= 5,8,6 (0RFs)
Effect:
Total SI 10/29 (
Moderate Effect
)
Side-
3 hits: 1 Turret, 1 Motive, 1 Weapon
24,33,21= 9,18,6 (1 RF)
Effect:
4 Critical damage to weapon, Weapon Locked/Disabled (
Good Effect
)
Rear-
5 hits: 4 Hull, 1 Motive
24,20,31,23,31= 11,7,18,10,18 (0 RFs)
Effect:
Vehicle Destroyed after 4 hits (
Moderate Effect
)
Overall: Again the Multi-Melta would have done much better had the attacks been made at short range. In this case however, the Trukk’s low SI rating wasn’t that hard for the Melta to put a decent dent in.
Weapon: Plasma Cannon (3d10+10 10pen) (Maximal setting)
Front-
2 hits: 2 Hull
25,31= 3,9 (1 RF)
Effect:
Total SI 16/29, Crew possibly stunned (
Moderate Effect
)
Side-
2 hits: 2 Hull
26,21= 9,4 (0 RFs)
Effect:
Total SI 15/29 (
Poor Effect
)
Rear-
1 hit: 1 Weapon
31= 16 (0 RFs)
Effect:
Total SI 13/29 (
Good Effect
)
Overall: For once the Plasma Cannon doesn’t do completely bad, and it has the Trukk’s low SI rating to thank for it.
Weapon: Autocannon (3d10+8 6pen)
Front-
3 hits: 1 Turret, 2 Hull
31,26,15= 5,0,0 (3 RFs)
Effect:
Total SI 22/29, Weapon jammed (
Poor Effect
)
Side-
2 hits: 2 Hull
36,15= 15,0 (1 RF)
Effect:
Vehicle Destroyed by Ramshackle RF(10) after 1 hit (
Super Effective
)
Rear-
4 hits: 3 Hull, 1 Turret
20,35,24,33= 1,16,0,14 (1 RF)
Effect:
2 Critical Hull damage, burst gas line -20 crew actions until fixed, reduce rear armor by 1d10 (
Good Effect
)
Overall: And we see the first OHK of the testing, however it has more to do with the target than the gun. Without a doubt, Ramshackle is not a trait you want to have on your vehicles.
Weapon: Krak Missile (3d10+8 8pen) (Proven 2)
Front-
3 hits: 1 Turret, 2 Hull
26,30,22= 2,5,0 (1 RF)
Effect:
Total SI 22/29, Frontal armored reduced by half, possible crew injured (
Poor Effect
)
Side-
3 hits: 1 Hull, 1 Motive, 1 Weapon
24,22,25= 5,3,6 (1 RF)
Effect:
Total SI 15/29, Weapon Destroyed, All crew injured, Possible fire (
Good Effect
)
Rear-
3 hits: 1 Motive, 2 Weapon
20,32,19= 3,15,2 (1 RF)
Effect:
Total SI 9/29, Weapon Disabled (
Good Effect
)
Overall: I think this is the first test where the Krak missile wasn’t complete crap. Once again the brutality of the Ramshackle trait makes itself know as well.
Weapon: Hunter-Killer Missile (3d10+6 6pen)
Front-
6 hits: 4 Hull, 1 Weapon, 1 Motive
28,13,20,18,16,22= 2,0,0,0,0,0 (1 RF)
Effect:
Total SI 27/29, Frontal armor reduced by half, Chance all crew injured, On Fire (
Almost No Effect
)
Side- 5 hits: 2 Hull, 1 Motive, 2 Turret
31,24,23,28,27= 10,3,0,7,1 (3 RFs)
Effect:
Vehicle Destroyed by Ramshackle RF (10) after 5 hits (
Moderate Effect
)
Rear-
4 hits: 2 Hull, 2 Weapon
22,25,31,20= 3,6,12,1 (2 RFs)
Effect:
Vehicle Destroyed by Ramchackle RF(10) after 2 hits (
Very Good Effect
)
Overall:
For the first time the HK Missile actually does SOMETHING, and even though the kills were only because of the Ramshackle trait, it still managed to at least do some damage on the side and rear tests for a change.