Ok. FIring the plasma guns last as that squad is crossing their fingers that explosions come out of the smoke after the missiles go in.
alright
heavy bolter #1
1,4,5 2 hits
2,2 neith gets through the armor (need 6's the roll +strength 5 of the bolt needs to equal the strength 11 of the side armor)
Heavy bolter #2
6,2,1
1
Missile launchers
6,1,4
5,4 Ok those Krak missiles are strength 8 so they need 3s for glancing hits and 4s for penetrating hits. That would be two penetrating hits, but the smoke degrades them.
1,1 Ok that's bad luck. The vehicle is only shaken (can't shoot next turn).
Plasma fires away!
3,2,3,2,6,4 4 hits 2 possible meltdowns (2s melt on double taps)
3,2,4,5 that would be 1 glancing and 1 penetrating hit for the s7 plasma but downgraded to 2 glancings
4,4
Ok that would be two weapon destroyed results. Since there isn't a second weapon however the other becomes a vehicle imobilized result. So the Rhino is pretty much a hunk of metal just sitting there. It does have a special rule(the only vehicle with it I think) that it can try to repair itself on subsequent turns and move again. It needs to not be shaken to do that (and it is shaken this turn from the missile hits).
Now vets roll to see if they survive overheating plasma weapons.
1,6 one isn't wounded
5 and the other makes their armor save. Well, not the best of luck on the vehicle damage tables but I'd say that balances it out.
The smoke moves away from the Rhino so on the next turn penetrating hits would be penetrating hits so long as the shooters have a clear shot at the Rhino.
Stitch you're up. I'm curious what your plan for those marines is.