Confrontation - Penetration Percentages vs. 2nd Edition 40K Armour Values

Hansuke

Ganger
May 18, 2015
113
79
58
Houston, Texas
I am working on a new method to add vehicles to Confrontation. The chart below is my first attempt at comparing the Confrontation % chance of Penetrating Armour (BASIC PENETRATION TABLE) to the armour values from 2nd Edition 40K vehicles. The third column gives the maximum armour amount on any side of a 2nd Edition 40K vehicle. My starting point was treating the Confrontation value for terminator armour (15%) as the max armour value of the 2nd Edition 40K Space Marine Dreadnaught (21). This was treated as a constant from which the other values were estimated. If someone thinks this is off, please give me notice. I want to start adding vehicles to Confrontation based on this chart. I hope to create a few test vehicles from this chart soon and play a few rounds to see if it works.

I think a Hit Location Column can be added to the human chart based on the type of vehicle. Head equals crew, Arm equal tracks or grav engine, Body equals hull, and leg equals turret. Further charts would have to be created for specific damage from this chart. I will also have to create 1-3 extra columns for each damage chart for all six charts. The wound recovery chart might can be added to for repairs, but I haven't decided that yet. It might be easier to make a hit location and damage chart specific to each vehicle or type of vehicle. I am still thinking about this in the back of my mind. I want to have the same level of detail for vehicles as for gangers, but I don't want the difficulty to increase very much. I would like to be able to add a vehicle and not slow the game down too much.



Various Sample ItemsConfrontation2nd 40K max
% chance to penetratemaximum armour
11%30
11%29
11%28
12%27
12%26
13%25
13%24
14%23
14%22
Terminator Armour**15%21
16%20
17%19
18%18
19%17
Power Armour, Powershield, Hard Cover, Conversion Field, Displacer Field20%16
21%15
22%14
Carapace24%13
26%12
29%11
Mesh, Plate, Refractor Field, Shield Buckler32%10
35%9
39%8
45%7
Flak, Soft Cover53%6
Chainmail63%5
79%4
105%3
158%2
315%1
 
After my re-reading of Laserburn rules, I think I have a better solution to vehicle armour types.


Penetration is treated as percentage chance to penetrate in both Laserburn and Confrontation.

In Laserburn the body of civilian vehicles count as mesh 60%, those of security forces or military, can be armourplas (light armour at 40%?), power armour 10%, or dreadnaught -10%.

In Confrontation, Mesh would be 30% physical and Power Armour would be 20% physical. I don't see armourplas or dreadnaught in Confrontation, but I think we can use the Laserburn numbers to infer what they should be. Armourplas about halfway between mesh and power armour in Laserburn, so maybe it should be around 25% physical in Confrontation. Dreadnaught armour is 20% better than power armour in Laserburn, but I think we could treat it the same as Terminator armour in Confrontation.

Using the above numbers I think we could say that, in Confrontation, vehicle armour could be treated as such: (all physical armour)
Civilian vehicles at 30%.
Light armour vehicles at 25%.
Medium armour vehicles at 20%.
Heavy armour vehicles at 15%. (I may experiment with 10% at a later date.)

I still need to work on vehicle damage tables though. I still think I can just add a column to each of the weapon charts that would represent vehicle damages.
 
Just looking at the Book of the Outlands. I think the armour values of vehicles could be treated at percentages as such

N22 armour / Confrontation penetration %

3 / 30%
4 or 5 / 25%
6 or 7 / 20%
8 or 9 / 15%

I think you can use the location dice for any penetrations and then use the damage dice to determine effect on the specific damage table. This should suffice until the Confrontation weapon tables can be amended.