Flakk armour

joeturn

New Member
Feb 10, 2024
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It's always annoyed me how niche flakk armour is. RAW it does nothing against scorchas because they have a - 2 save mod and explicit "shrapnel" is super rare. Does anyone house rule a fix for it? I feel like ignore template save mod and apply the 5+ for any hits from vehicle damage (except falling out) makes it closer to being worth the extra toof.
 
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I've not seen anything written on the subject but you are absolutely right. If you'd like to put together some rules I can pitch them to the GCE committee and also publish them on tUGS as an article.
 
They mostly help against Stikkbomz (Frag Stikkz specifically). As such, it may depend on the "meta" of your local play-group. If you have the GRC running about, suicidally using Frag Stikkz in melee, well, then it can be a help, by still blocking 1 in 6 hits despite. The 1-in-36 odds of being hit by Sharapnel either as a Driver or as Crew gives a nice 5+ save, but that seems rare enough to be an extra, unlike Frag Stikkz, which seem pretty ubiquitous on a lot of tables.
 
I've not seen anything written on the subject but you are absolutely right. If you'd like to put together some rules I can pitch them to the GCE committee and also publish them on tUGS as an article.
Oh wow, it's even less effective in GCE because the shrapnel bit has been taken out! faction pack currently has:
"Flak Armour provides a 6+ Saving Throw. Against attacks using Blast Markers or Teardrop Templates Flak Armour provides a 5+ Saving Throw"
I would replace it with:
"Flak Armour provides a 6+ Saving Throw. Against attacks using Blast Markers or Teardrop Templates, Flak Armour provides a 5+ Saving Throw and ignores save modifiers. Against hits resulting from rolls made on the vehicle hit location table, Flak Armour provides a 5+ Saving Throw."
That would capture falls and direct weapon hits but I think is preferable to more complicated wording. If the feeling is that that gives too much of a buff (seems pretty modest to me) you could remove the 5+ from templates and just have that be "ignores save modifiers".
 
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I took a look at how NCE handles this and reworked the rules based on it.

In the Digga Faction Pack they currently state:
Flak Armour provides a 6+ Saving Throw.

Against attacks using Blast Markers or Teardrop templates Flak Armour provides a 5+ Saving Throw. The Save Modifier of these attacks still apply (so a Frag Stikkbomb with a -1 Save Modifier would result in a 6+ saving throw for a Warrior in Flak Armour).
This 5+ save also applies to S3 hits from Vehicle hit location tables - excluding hits from falling overboard.

We'll be backporting that to the Gorker/Morker Faction Pack in the near future, along with some of the other things we figured out working on the Digga rules.
 
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