So, there's no equivelant to Hit Points in this new system; it's an interesting choice and not without merit. But I'm wondering: how do you 'scale' the really big bad stuff, like Daemon Princes, dinosaurians, and heck, even Space Marines, without an objective Hit Points/Wounds/Health score? In all the existing WH40KRP lines, Daemon Princes have 120 or more Wounds, on top of mega Toughness and good armour. The combination makes them terrifying opponents. In DH2B , what mechanic is used to differentiate them from a PC with maxed-out Toughness and Armour?
Scaling the 'Big Baddies'
You could allow them to ignore a few wounds, or a pool of overflow damage, but that ends up giving them pseudo HP, which, although it might work quite well, is not what this edition is trying to do. The issue, currently, is that although you can still have immense damage absorption, by virtue of the way in which wounds give fixed and arbitrary bonuses, you can't plink away at their HP; currently, as soon as you can damage them, it takes an average of 6 or less hits to kill them, no matter if it's a weakling psyker or a Titan.
The practical solution would be to make the +wound bonus be equal to overflow damage done, like critical hits currently work in DH1, with the added side effect of mostly fixing the issue with dual wielding and full auto being currently overpowered in DH2, but this still doesn't distinguish very hardy opponents that need to be worn down and opponents that are very hard to damage in the first place.
The idea of having opponents that are easy to damage, but hard to take out, is not really reconcilable with a damage system that works with a universal and fixed, relatively short length, damage scale; either you make them ignore a lot of the damage (which is essentially making them harder to hit/wound) or you make them able to ignore/delay the arrival of the "death" status, which essentially results in making a new, longer, damage scale for tougher opponents. This however brings about the question of why proportionate scales are not present for the rest of the system. Both solutions are inelegant, and mostly go against the premise of the system. Honestly, I don't really know what could work elegantly.
You have three solutions. The first is to give them armor, as Pen is currently abysmal. An Eviscerator is the current best can-opener at Pen 4, while Power Armour has classically had 8AP.
The second is to boost their Evade theough the roof. Bringing it up to 60 or higher will make a decent number of hits miss. Force Fields have a similar effect.
The third is Toughness, which currently cannot be ignored without Felling.
The fourth, special option, is to give them a special pool of "Ignored Wounds" that are not counted and do not Wound. Otherwise, the first round of combat will have someone hit, another person hit again with a +5, and the third hitting with a +10. Even if each attack does only one damage, your bad guy will be at 18 on the chart.
If you really wished to provide for enemies who have enormously high durability, you could say they only got up +1 or +2 per wound suffered, instead of +5.
You have three solutions. The first is to give them armor, as Pen is currently abysmal. An Eviscerator is the current best can-opener at Pen 4, while Power Armour has classically had 8AP.
The second is to boost their Evade theough the roof. Bringing it up to 60 or higher will make a decent number of hits miss. Force Fields have a similar effect.
The third is Toughness, which currently cannot be ignored without Felling.
The fourth, special option, is to give them a special pool of "Ignored Wounds" that are not counted and do not Wound. Otherwise, the first round of combat will have someone hit, another person hit again with a +5, and the third hitting with a +10. Even if each attack does only one damage, your bad guy will be at 18 on the chart.
Increasing armor just means the players bring Melta weapons, as they currently ignore armor at half range or less.
Increasing Evade would work, but would feel weird for monstrous creatures, and someone with many-dice weapons and Killing Blow would counter them pretty hard, but that costs FP.
Ignored or reduced wound effectiveness is probably the best way, as there aren't already abilities which effect it.
If you really wished to provide for enemies who have enormously high durability, you could say they only got up +1 or +2 per wound suffered, instead of +5.
I think this is the best idea on how to approach the problem so far.
I hope FFG will propose something as the current situation nerfs the big guys considerably.
The fourth, special option, is to give them a special pool of "Ignored Wounds" that are not counted and do not Wound. Otherwise, the first round of combat will have someone hit, another person hit again with a +5, and the third hitting with a +10. Even if each attack does only one damage, your bad guy will be at 18 on the chart.
This works. It could be in the format of a trait. Likewise barbarian like damage reduction would also work as a trait. Personally I prefer your idea though.
If you really wished to provide for enemies who have enormously high durability, you could say they only got up +1 or +2 per wound suffered, instead of +5.
This is what I instantly thought of when I read the OP. Have a trait, say Hardy (X) , where the NPC reduces cumulative wound modifiers (and maybe damage) by (X), down to a minimum of 1. This way, a moderately tough enemy could have Hardy (1) and might last only one or two hits longer, while a Hardy (4) enemy might take dozens of hits before they keel over.
This is what I instantly thought of when I read the OP. Have a trait, say Hardy (X) , where the NPC reduces cumulative wound modifiers (and maybe damage) by (X), down to a minimum of 1. This way, a moderately tough enemy could have Hardy (1) and might last only one or two hits longer, while a Hardy (4) enemy might take dozens of hits before they keel over.
This sounds like the best option to me. Weird that there's been no 'official' or semi-official response to this aspect of the rules; did any of the playtest groups go deeper than the first few Ranks?