Hello, fellow warseers!
I've seen many people lamenting the change of armour save modifiers to AP values (in fact: I've never seen someone praising for AP values, or even against save mods other than for playing devil's advocate). I have a tendency to think about mechanics in my spare time, and I've got an idea that I think sounds solid. My main two gripes about the current save system are that it's too binary, you get it or you don't, there is no middle ground, and if you brought a heavy bolter to a power armour fight, you might as well have brought a big shoota. The second problem is that it's too aggressive when it works, and too passive when it doesn't, which in theory should be fine, but due to the uneven nature of armies being all space marines, this removes almost all meaning from the words 'AP 5' (no offence eldar players, we still love you).
A year or two ago I saw a thread wishlisting changes for AP, one of which was to instead have AP cause rolls within certain ranges to count as failed
Example 1: AP 6 causes rolls of '6' to be nullified and count as failed on armour saves
Example 2: AP 3 causes rolls of '3','4','5', and '6' to be nullified and count as failed on armour saves
I thought this was very solid in it's goal, it made AP relevant, but it also is still far too aggressive for my tastes. I had an epiphany the other day:
What about instead of causing the nullification of rolls, instead forcing rerolls on all affected numbers?
Example 3: AP 6 causes rolls of '6' to be rerolled, with '6's on the second roll succeeding
Example 4: AP 3 causes rolls of '3','4','5', and '6' to be rerolled, with '3','4','5', and '6' on the second roll succeeding
This gets rid of the overly quick nullification of armour, and also means EVERYONE has to worry about cover. It's better for non-power armour armies as it means they get some saves, even when in the open.
I've done some additional thinking about this, and have these additions:
If an AP value exceeds an armour's number of possible saving numbers, it begins to completely negate the saves
Example 6: A melta ray hits Lugft Huron in TDA with an Iron Halo, since the melta has an AP value one more powerful than the armour, saving throws of '2' on the armour are completely negated, and count as having failed. He must also reroll rolls of '3'. It's worth noting that with this rule it may be worth while to remove the 5++ save that terminators get, but I'm not sure.
Cover and invulnerability saves reinforce the saves, instead of being an alternative roll that may be taken when armour cannot, starting from the back
Example 6: A bolter hits a space marine captain in power armour with an Iron Halo, however despite the bolt round causing rerolls of '5', and '6', his Iron Halo enforces rolls of 4+, thus he suffers no penalty!
Okay, questions? Comments? Ideas? First born children?