View Full Version : Destroyer and AP1
JMichael
08-20-2014, 03:45 PM
Am I correct that the AP value of a Destroyer weapon has no additional effect on vehicles (no +1 on the Destroyer chart, etc).
Wildcard
08-20-2014, 03:50 PM
Imo destroyer hit is a penetrating hit that does extra amount of hull-point damage. so ap1 would still get +2 on vehicle damage table?
40kGamer
08-20-2014, 03:54 PM
Imo destroyer hit is a penetrating hit that does extra amount of hull-point damage. so ap1 would still get +2 on vehicle damage table?
That's the way I understand it too.
JMichael
08-20-2014, 04:10 PM
Destroyer weapons don't roll on the Vehicle Damage table. They roll on the Destroyer Weapon Attack Table (p163).
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Wait a sec...On the Destroyer Attack table for a roll of 2-5 (for example), the model suffers a Penetrating hit that causes it to loose D3 hull points.
So I would still roll on the Vehicle Damage chart in addition to the Destroyer Weapon Attack Table!
I think I got it!
Lord Krungharr
08-20-2014, 11:25 PM
Yes indeed, so a 2-5 hit with a Knight's D-sword on a Land Raider could just cause 1 to 3 hull points, but if it rolls a 6 on the vehicle damage chart then it just Explodes. The extra effects for multiple pens though could cause passengers (if any) to Snap Fire after they disembark, so that's something too.
Interestingly though a Transcendant C'tan's Transliminal Stride cannot cause anything to Explode as it's AP-. (and as a side note Terminators would get their armor saves unless the D result is a 6 :) ).
I think I still prefer the old D rules, auto wound, auto pen, ignores cover, instant death, +1 on vehicle damage chart. Worked more cleanly, and with superheavies back then suffering effects of vehicle damage to some extent it worked.
Of course now the Stomp attacks are almost worse than D!
John Bower
08-21-2014, 02:05 AM
Yes indeed, so a 2-5 hit with a Knight's D-sword on a Land Raider could just cause 1 to 3 hull points, but if it rolls a 6 on the vehicle damage chart then it just Explodes. The extra effects for multiple pens though could cause passengers (if any) to Snap Fire after they disembark, so that's something too.
Interestingly though a Transcendant C'tan's Transliminal Stride cannot cause anything to Explode as it's AP-. (and as a side note Terminators would get their armor saves unless the D result is a 6 :) ).
I think I still prefer the old D rules, auto wound, auto pen, ignores cover, instant death, +1 on vehicle damage chart. Worked more cleanly, and with superheavies back then suffering effects of vehicle damage to some extent it worked.
Of course now the Stomp attacks are almost worse than D!
Agreed, my major gripe with 7th was the massive nerf to D weapons; they were fine as they were. After all they are meant to be 'Destroyer' yet now they only destroy on a 6.
Wildcard
08-21-2014, 06:32 AM
We had some games last weekend that included imperial knights. Only two charges happened for them during that time, both against vehicles, but still they managed to do 17 and 15 hullpoints of damage (no explodes results tho).
So it seems that they surely will wreck most of the things they get in touch with, but it sure does not mean automatic explosion
CoffeeGrunt
08-21-2014, 06:50 AM
The rules for D note that you can't take Armour Saves against them, IIRC.
DWest
08-21-2014, 11:35 AM
The rules for D note that you can't take Armour Saves against them, IIRC.
That was the case in 6th, but no longer. The 2-5 result on the Destroyer Table permits any saving throw you have, subject to standard AP and Ignores Cover rules. The 6 result still ignores all saves.
CoffeeGrunt
08-21-2014, 12:47 PM
Wow. The Trans'Tan kinda sucks now...
John Bower
08-22-2014, 03:48 AM
yes and no; he's still going to hurt anything he passes over when he makes that move. Just won't wipe them out so easily.
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