Inquisitor_Lensoven Posted 12 hours ago Share Posted 12 hours ago (edited) While I’m not familiar with the datasheets of monsters, but from what I recall from playing against them stat wise they’re almost identical to tanks and other vehicles in their points/size class. i propose armored vehicles be high T, mid wound numbers, and mid save with 5/6++ while monsters be mid T, high wound numbers, good saves with 5/6+++ this could help make anti-vehicle and anti-monster keywords be a bit more unique in a future edition rather than being functionally identical. for example anti-tank4+ would function as it currently does, but anti-monster3+ would add 3 damage to an attack against a monster. Autocannons potentially could have anti-monster2+ making them 5 damage against monsters, while Krak missiles could have anti-tank4+ functioning as it would currently. edit so instead of tyrannofex being T12 18W 2+ Sv make it T10 25W 3+ 5+++ so dedicated high S AT style weapons will still be very good at passing the wound rolls, but monsters will still be a bit more durable against them due to their numbers of wounds. Edited 12 hours ago by Inquisitor_Lensoven Link to comment https://bolterandchainsword.com/topic/387105-should-monsters-have-a-different-design-philosophy-from-vehicles/ Share on other sites More sharing options...
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