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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 by Inquisitor_Lensoven

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