zmienic troche tabelki- 1 na glancu nie robi nic, a penetracja morduje na 5,6, ordnance bez zmian.
dac 2 structure pointy ciezkim czolgom- zwlaszcza radkowi, russ tez moglby dostac. po stracie pierwszego punktu jakis efekt- polowa ruchu, gorszy BS, albo stunn na jedna ture (niezaleznie od blach).
Oto nowe tabele - prawdopodobnie ...
Evidently this is the currently "in-play-test-4th-edition-vehicle-rules."
Glancing:
1 No Effect
2 No Effect
3 Crew Shaken
4 Crew Stunned
5 Weapon Destroyed, (Owners choice).
6 Woot Lucky shot - Roll on Penetrating Hits table
Penetrating Hits
1 Crew Shaken
2 Crew Stunned
3 Weapon Destroyed, (attackers choice).
4 Gyro Damaged, 1/2 Movement.
5 Immobilized, may still fire weapons.
6 Incapacitated, - becomes part of the terrain. Same results as if it was destroyed but more inline with historical reference.(Think about it, if we keep blowing them up where do they keep coming from if we can no longer produce them?)
Sucessive hits, both glancing and penetrating, add +1 to all other results. This is cumulative.
{
Vehicle Firing:
Vehicles may move up to 6" and fire all weapons, with the ability to split fire.
Vehicles moving beyond 6" may fire one weapon.
Vehicles moving beyond 12" may fire one turret-mounted weapon.
Moving vehicles may not fire ordnance.
Dreadnoughts may move and fire two weapons, or remain stationary and fire all weapons.
Embarkation / Assaulting:
Assault moves made that require disembarkation have their distances measured from the transport itself, so that they may not gain an extra 2 or 3" for deployment. Vehicles moving up to 18" may deploy troops assault-ready. Troops assaulting from a transport do not gain the +1 assaulting bonus, and may not shoot.
Roll 2d6 when getting a GLANCING or PENETRATING hit on a 'walker'.
OPEN-TOPPED walkers get a +1 on this chart.
For every PENATRATING HIT add +1 to the roll and all future rolls on this chart. ORDANACE PENATRATING HIT add +2 to the roll and all future rolls on this chart (pens are cumlative)
2-4: Rattled (can't shoot 1 weapon, defending player's choice)
5-6: Shaken (can't shoot at all)
7: Stunned (lose D3 movement and can't shoot at all)
8: Immoblized
9: Weapon Destroyed
10: Destroyed (regular destroyed)
11: Destroyed (Scatter D6)
12: Destroyed (removed from play with blast radius) "
Well, it seems tanks, if not transports, are back in. I'll still be using my rhinos, however, as even the decrease in the effectiveness of the rhino rush is more than compensated by the extreme effectiveness of smoke launcher shields.