Lets keep this simple, Just keep editing this one post and adding and modifying rules as we go. Lets get the ball rolling.
1. Multimelta Modification, Weapon fired on full power has to Recharge, Low Power is the same Stats but using the 1" template instead of 2" template. I'll add the actual stat line here shortly.
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Suggested changes to vehicle armor.
By replacing armor pen stats with armor saves we take away vehicles invincibility to most things without making them useless.
First we divide vehicles into categories of armor Light, Medium, Heavy, Super Heavy. Light rolls 2d6 for saves. Medium 3d6 etc
Thus we get harder armor as we go up. We can also then customise location by having front be say 3+ on 2d6 Side 4+ on 2d6 and rear 6+ on 2d6. Then we have the problem of puny weapons like lasguns being able to destroy tanks, so what ive done is to say that yes basic weapons can penetrate but they only roll d3 on the damage chart. this brings back the problem of invincibility so ive also added cumulative damage, if a weapon scores a result on a damage chart that it has already had and cant perform again then it gets to roll d6 on the chart (must take second result even if it is the original again).
Ive also added an addendum that melta weapons modify the category of a vehicle one place. so they turn a 4d6 heavy to a 3d6 medium when saving against them. This makes a multimelta or melta bombs excellent anti vehicle. And melta guns with enough attacks can eventually take down a tank.
Here is a basic conversion chart for armor value to save.
10 = 5+ on 2d6
12 = 3+ on 2d6
14 = 5+ on 3d6
16 = 3+ on 3d6
18 = 5+ on 4d6
20 = 3+ on 4d6
22 = 5+ on 5d6
24 = 3+ on 5d6
Obviously you will want to adjust for your individual armies and tanks. For example guard and marines will likely have better values than eldar
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1. Multimelta Modification, Weapon fired on full power has to Recharge, Low Power is the same Stats but using the 1" template instead of 2" template. I'll add the actual stat line here shortly.
---------------------------------------------------------------------------------------------------------------------------------------------
Suggested changes to vehicle armor.
By replacing armor pen stats with armor saves we take away vehicles invincibility to most things without making them useless.
First we divide vehicles into categories of armor Light, Medium, Heavy, Super Heavy. Light rolls 2d6 for saves. Medium 3d6 etc
Thus we get harder armor as we go up. We can also then customise location by having front be say 3+ on 2d6 Side 4+ on 2d6 and rear 6+ on 2d6. Then we have the problem of puny weapons like lasguns being able to destroy tanks, so what ive done is to say that yes basic weapons can penetrate but they only roll d3 on the damage chart. this brings back the problem of invincibility so ive also added cumulative damage, if a weapon scores a result on a damage chart that it has already had and cant perform again then it gets to roll d6 on the chart (must take second result even if it is the original again).
Ive also added an addendum that melta weapons modify the category of a vehicle one place. so they turn a 4d6 heavy to a 3d6 medium when saving against them. This makes a multimelta or melta bombs excellent anti vehicle. And melta guns with enough attacks can eventually take down a tank.
Here is a basic conversion chart for armor value to save.
10 = 5+ on 2d6
12 = 3+ on 2d6
14 = 5+ on 3d6
16 = 3+ on 3d6
18 = 5+ on 4d6
20 = 3+ on 4d6
22 = 5+ on 5d6
24 = 3+ on 5d6
Obviously you will want to adjust for your individual armies and tanks. For example guard and marines will likely have better values than eldar
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