You roll d6 on the damage table (like normal) then apply either that result or your damage value, whichever is higher. For a weapon with damage = 1, nothing changes (the result is simply the d6 roll). But for Rokkits, it essentially means roll two separate d6 and apply for the higher result. That still makes them more dangerous, but not to the extent that 2d6 (combined) would.
That sounds like a reasonable balance point to me, more reliable damage output for multi damage weapons like rokkits or the harpoon gun without blowing past the top of the damage table but:
I dont have the full list of other weapons in my head, are there weapons with damage stats variations for which this would not fit neatly into the pattern of a straight additional roll and picking the highest?
And questions from me regarding rules:
Movement:
Obviously models can not end their movement on top of other models.
(excluding boarding vehicles but thats a separate action outside of this question)
I expect that enemies are impassable and have to be navigated around.
But what about friendlies?
Do gangers go "'Scuze me, mate.", and the stationary friendly ganger lets them pass, as long as their movement is enough that their bases clear each other.
Or are friendlies also impassable?
Saves:
Hits from shoot, melee and damage inflicted via rolls on the vehicle hit location tables allow for saving throws.
Hits from being squashed say nothing about armour so i guess they are regular hits and should thereby allow for saves?
Its stated that fall damage can not be saved against, even by flak armour if falling off a vehicle.
Are there other damage sources that allow for saves to be used?
Are there other damage sources that can not be saved against?