Switch Theme:

Proposed Building Rules  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in my
Fresh-Faced New User





Hello to everyone here! Long time follower, first time poster...
Anyway, my gaming group has recently started playing a bunch of 'Cities of Death' games, and find it a complete blast.

We've also, as a group, built numerous buildings for our games.

One thing that we found troublesome however was the Fortress of Redemption, which made things a bit messy. It's the only multipart building to refer to, and yet the rules for it are rather simple or stock standard.

So I present to you the 'Expanded Rules - Buildings'!

This has been in the works for months, and has been playtested to the best of my gaming group's abilities.

Just wanna get some feedback from the Dakka community now before we go ahead and start our campaign proper!



EXTENDED RULES - BUILDINGS v1.6b
Below is a compiled list of rules to be used in conjunction with solid buildings. It works especially well in 'Cities of Death' games, though can just as easily be used in normal ones. As with all unofficial rules, feel free to use, adjust and ommit as you and your opponent see fit.

ROOVES AND BATTLEMENTS

MOVEMENT
Units that may move on impassable terrain (Jump Infantry, Wings, Jetbikes, etc) may choose to access rooves, parapets and battlements, following the rules on pg.78 of the Rulebook. The dangerous terrain test is only taken the first time the unit moves onto the roof, unless the roof has been previously classified as difficult terrain (as per Movement rules on pg.52 pf the Rulebook).
Movement on the roof is otherwise handled as normal. In the case of multiple connected rooves (i.e. Fortress of Redemption), a unit may not move to a roof section in which another unit has occupied.

EMBARKING/DISEMBARKING
It is suggested that players decide beforehand which buildings may be embarked from the roof. In the case of the Fortress of Redemption, a possible house rule is that it may be embarked from the start of the game from the main entrance as well as both the roof entrances of the bunkers. However, if occupied (embarked, from any entrance), only the main entrance may be used.

A unit on a roof of a building may choose to embark the building as per the normal rules, save that the entire roof is considered an access point. It may NOT embark a building if it is already occupied. Note that a unit with all models on a roof, but technically embarked, are consided embarked, and thus disallowing any units from embarking the building from any Access point. This however, does open them up to Assault.

A unit may choose to disembark onto the roof. Note that even though a unit that is embarked in a building has all its models on the roof, it still follows the rules of a unit embarked in a building unless the unit actually chooses to disembark. A unit that has disembarked onto the roof no longer receives the benefit of being in a building, but may receive a cover save, depending on TLOS. A unit may not disembark or place any models on the roof if it already has a unit.

A unit may NOT choose to disembark on the roof if there is a unit already on the roof.


SHOOTING
Units that are on the roof follow the rules for Shooting as per the Rulebook. Units on the roof may also be shot at if they're not embarked with models on the roof.

ASSAULT
You may assault a unit that is on the roof. However, they need to take a Dangerous Terrain test in order to do so. The combat is resolved as per normal.

A unit which is embarked in a building but has units on the roof can also be Assaulted. However, an attempt to do so requires both a Dangerous and Difficult Terrain test. The combat is resolved normally after that.
When assaulted, only the defending units on the roof will take part in the assault. Wounds will be distributed to those on the roof, then to those inside the building. This represents the attackers pushing into and surprising those still inside.

A unit embarked in a building may choose to Assault an enemy unit on a roof. They must take a dangerous terrain test in order to do so, and the combat is resolved normally after that.
Wounds must always be allocated to models which were placed on the roof first. This is to represent the models trying to fight for a foothold on the roof are the first to fall.

In both cases, the defending player gains the benefit of being in cover, reducing the assaulting unit's Initiative to 1. Grenades work as per normal.

A unit that succeeds in a sweeping advance may choose to embark/disembark the structure.
An embarked unit that falls back will exit from the ground level access point of the building.
A unit on the roof will fall back as normal if they are capable (jump infantry, jetbikes, etc.). If incapable of exiting the roof, they will fall back to an adjoining roof. If unable to fall back anywhere, the unit is destroyed.


ACTIONS WITHIN MULTI-PART BUILDINGS

MOVEMENT
Both players must determine before the game if a multi-part building allows for 'dynamic' or 'linear' movement.

Dynamic buildings will follow the rules as per the Fortress of Redemption in the Planetstrike Rulebook (p.20).
-Units embarked may move to any part of structure within a single movement phase. Units on the roof (not embarked) follow the movement rules as per the 'Rooves and Battlements' section above.
-Note that this allows units to avoid assaults to get to another section, or assault a unit from any section in the multipart building directly in the Assault phase.

Linear buildings are more straightforward and direct.
-Linear buildings only allow movement from adjoining sections of a building. Units on the roof (not embarked) follow the movement rules as per the 'Rooves and Battlements' section above.
-Movement is disallowed if there is an enemy unit embarked in the desired adjacent section.

Some special exceptions are;
-Units with the Infiltrate and Scout USRs consider all buildings to be 'Dynamic'.
-Units with the Fleet USR may move across 2 sections if unhindered.
-Units embarked with models both inside and on the roof may move to another section which has models on the roof that are not embarked, but are forced to move all units into the said section (none on roof).

SHOOTING
Units may still shoot out of firepoints as per normal.
Units may fire at an enemy unit in an adjacent section. However, this automatically puts them in Assault in the Assault phase.

RULE CHANGE: Due to the complexities within a building, BOTH sides are able to shoot in the player's shooting phase to represent the tight quarters. The player Assaulting gets to fire first. Blast template weapons may not fire. Flame template weapons may fire and will automatically deal D6 hits, but doing so will make it the first unit to be allocated a wound. This must be declared before ANY shots are made.
The Shooting Order is as follows, the Attacking Player being the player whos turn it is;
1. Attacking Player Assault Weapons
2. Defending Player Assault Weapons
3. Defending Player Other Weapons
4. Attacking Player Other Weapons

Grenades of any kind give the bonus of +1 to hit and -1 to be hit. Having both does not stack. Both sides having Grenades will cancel each other out.
Shots against an Assaulting unit with the Fleet USR require a 5+ to hit. This is to represent them darting in, out and around the corridors.
Note that a unit having both of the above (Fleet USR and Grenades) requires a 6+ to be hit, unless the shooting unit have their own Grenades.
Both sides may claim a 4+ Cover Save. Units with the Stealth USR bring this down to 3+ as per normal.
In the case of a Dynamic building, you may choose to ignore the shooting phase and directly Assault the enemy unit.

ASSAULT
A unit may only Assault a unit in an adjacent section, unless it is a Dynamic building, whereby they may Assault anywhere in the multi-part building.
A defending unit that has not fired yet for any reason (i.e. due to an entirely melee unit Assaulting) may fire now before the Assault takes place, unless being Assaulted due to the Dynamic building rules.

As per the Assault rules of from the Rooves and Battlements section above, the reverse applies here.
i.e; Models of defending units on the roof may not contribute their attacks to the Assault, but still receive wounds once models inside are allocated their wounds.
In the rare case where both the attackers and defenders have units divided on the roof and in the building, handle it as two assaults, but resolve the combat as a single one, in a similar manner to ICs.

Defensive Grenades give the same benefits as per the Rulebook. However, Assault Grenades in this scenario are used to nullify Defensive Grenades.
Both sides must roll for Dangerous Terrain before the actual Assault is handled to represent the sheer danger of fighting within a structure and in such close quarters. Once casualties are removed, combat ensues as follows.

ALL units may contribute their attacks to the combat and restrictions of base-to-base contact is lifted.
Independant Characters are not forced to take wounds from units due to lack of the base-to-base rule, and the player may choose to allocate wounds elsewhere.

HOWEVER, if both sides have an IC, consider both of these units as a separate assault consisting of just them. This is to represent the heroic confrontation of these heroes. If there are uneven numbers of ICs, the player with the extra may choose which one is pulled into conflict. ICs not selected will join the assault of the unit.
To promote fair play, in the case of multiple ICs on each side, they are randomly chosen until the last choice needs to be made, in which case the player with the extra IC(s) may choose once more.
i.e; A Tyranid Warrior Brood has 2 identical Warrior Primes attached to it, and they assault Space Marine Tactical Squad with attached Force Commander, Chaplain and Librarian. The Space Marine player randomly determines which of his ICs is locked in Assault (D3 maybe), and the Force Commander is determined to be fighting the 1st Warrior Prime. The Space Marine now may choose either the Chaplain or the Librarian to engage the 2nd Warrior Prime. This gives an advantage to players with more ICs in the Assault.

Assault results are determined as per normal.

A unit that falls back may only fall back by disembarking the structure (if possible), or by moving to an adjacent section of the multi-part building. In either case, the unit is required to take a Dangerous Terrain test.
Consolidation allows a unit to either stay in its original section, move into an adjoining section (including the one it was assaulted from), or disembark from a building if at an access point.



+OPTIONAL RULES
The following rules were made to help make the game far more interesting for our group of players. Considering our biggest table consists of numerous multipart and solid buildings, we created these to spice things up.
Disclaimer: The rules below were done entirely for fun, and were made completely for fun. They have not gone through balance tests. Feel free to use them or change them if you want.

Fortress of Redemption Changes
The Tower section is considered to have 2 rooves. Units within the Tower section may disembark only onto the actual tower, NOT the walkway. A unit from a Bunker section embarked with units on the roof may move to the Tower section and have models both on the walkway and on the actual tower. Once there, the models on the walkway are considered separate from the unit for assaults, but morale is handled as per normal. Note that the walkway has NO access points.You may not sweeping advance a unit on the walkway into the building, and a sweeping advance of the units in the tower will NOT destroy the models on the walkway. The remaining models on the walkway are now considered disembarked on the roof, and must fall back.
Example 1: A unit of 10 models is embarked in the Tower section. 4 models are on the walkway, 4 on the tower, and 2 are inside. The models on the walkway are then Assaulted. Only the models on the wlkway contribute their attacks. They lose the combat, and the unit is forced to take a morale test. They cannot be affected by a sweeping advance. They fail and run to one of the adjacent Bunker sections.
Example 2: The same unit as above, is instead assaulted directly on the tower. Only the models on the tower may contribute their attacks. They lose the combat, and the Assaulting unit manage to perform a sweeping advance and choose to embark the building. The 4 models on the walkway are now disembarked on the roof, and are forced to fall back.

Assault from the Skies
Jump Infantry (and units that move as such) may choose to move only 6" during their movement phase, which allows them to initiate a special move in the Assault phase.
If the above requirement is met, the unit may move 12" during the Assault phase and directly Assault a unit with models on the roof (embarked or not).
Both units are then required to take a Dangerous Terrain test before Assault continues as per the Assault rules detailed above. All Assaulting units may contribute their attacks.
If the Assaulting unit succeeds in killing at least all models on the roof, they may be placed there and remain locked in combat (if they have not already won).
If the Assaulting unit fails to capture the roof, all models are placed at the base of the building and take another Dangerous Terrain test. This is to represent them being pushed away and failing the roof assault.

Charging the Gates
A unit with Offensive Grenades or attacks that ignore armour saves may attempt to Assault an enemy unit embarked in a building with an access point.
Up to 6 models within 2" of the access point may contribute their attacks, and Assaulting units are reduced to Initiative 1.
Units/models without Grenades but can ignore armour saves may attack as per normal, but lose their ability to ignore armour saves. For attacks with Rending, only those that succeed in Rending can cause Wounds, still losing their ignore armour save ability.
A unit with Offensive Grenades AND ignore armour saves/have rend attack as per normal.
The defending unit may choose up to 6 models in the unit to play a part in the Assault.
Defensive Grenades will cause the attacker to hit only on a 5+.
At the end of the combat, if the Assaulting unit wins the Assault and performs a Sweeping Advance, he may choose to Embark into the building. Normal restrictions apply (Monstrous, Dreadnaughts,etc.)
If the Assaulting unit fails to perform a Sweeping Advance (for any reason), the combat is considered ended.

Breaking Through the Roof
This rule is as above, the main difference being Assaulting through a roof Access point. You many NOT use 'Assault from the Skies' and this rule in the same turn.
This works exactly as the 'Charging the Gates' rule except that only up to 3 models on the roof may contribute their attacks to the Assault. The defending unit still chooses up to 6.


   
 
Forum Index » 40K Proposed Rules
Go to: