Posted on Behalf of Commander Usiel:
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Close Combat
Engaging Close Combat / Engaged Units.
-Must be in base-to-base contact (Close combat range) to make Close Combat attacks.
-Attacker must be facing target, if in a diagonal square both must be facing chest to chest for the target to attack back.
Note: That means if a unit has enemies in their three forward squares they can fight all of them without changing facing. Though being attacked from the side will force them to change facing.
-It costs 1 AcPo to attack and Engage Close Combat unless stated otherwise.
-Once Close Combat is ?Engaged? it will continue until one opponent moves out of Close Combat range or is killed.
-Friendly forces of either combatant may NOT shoot at ?Engaged? units. This also counts for ?Overwatch? shooting.
-Units Engaged in Close Combat may not shoot but may only make Close Combat Attacks.
-A target not Engaged from its forward facing may fight back as normal (accept its CCA are negated), though if it wins the Engager is not wounded. Instead the attacked unit will turn and face the Engager for free.
Fighting in Close Combat.
-Both opponents roll a number of D6?s equal to their CCD, the Engager gains +1 on their first attack.
-Compare Combat Hit Type successes. CHT is the number that must be scored on CCD or a higher number.
-Modify CCD rolls with Close Combat Abilities.
Close Combat Abilities.
Parry: Allows a unit to re-roll one of there opponents successes.
Re-Roll #: This is the number of failed dice a unit can re-roll.
Note: Identical CCA negate each other. E.g. a unit has ?Parry? and ?Re-roll 1? his opponent has ?Parry?. The both units ?Parry? ability is lost but the unit with ?Re-roll 1? can still use that.
-Higher number of successes is the victor.
-Equal successes are a draw.
-Loser makes saves if possible. Loser survives or is removed.
Close Combat Weapons
Close Combat Weapons & Pistols.
-Equipping two will add +1 CCD.
-Armour Saves and Invulnerable Saves as normal.
Heavy Close Combat Weapons.
-Armour Saves are reduced to 4+ vs. these weapons.
-Invulnerable Saves as Normal.
Power Weapons.
-No Armour Saves vs. these weapons.
-Invulnerable Saves as Normal.
Lightning Claws.
-Add +1 to CHT results on CCD rolls. E.g. a result of 5 would become 6.
-No Armour Saves vs. these weapons.
-Invulnerable Saves as Normal.
Force Weapons.
-Spend 2 AcPo then make a Psychic Test, if passed weapon classed as ?Destroyer? for that attack.
-No Armour Saves vs. these weapons.
-Invulnerable Saves as Normal.
Power Fist/Claw.
-Re-roll all failed CCD once.
-Units CCA are removed and counts as having none.
-No Armour Saves vs. these weapons.
-Invulnerable Saves as Normal.
Thunder Hammer.
-Opponents wounded by a Thunder Hammer are at half CCD (round down) for their next attack.
-Vehicles damaged by a Thunder Hammer may not shoot on their next turn.
-No Armour Saves vs. these weapons.
-Invulnerable Saves as Normal.
Witch Blade.
-Units CHT becomes 2.
-?Destroyer? vs. Vehicles.
-Armour Saves and Invulnerable Saves as Normal.
Rending.
-No Armour Saves vs. these weapons on a CHT result of 6 on CCD.
-Invulnerable Saves as Normal.
Poisoned Weapons.
-Units CHT is decreased by 1. E.g. CHT 4 would become 3.
-Armour Saves and Invulnerable Saves as Normal.
Example of Play
Here is an example of a small skirmish using classic units to keep it simple and for a comparative effect for those who have played one of the GW incarnations of Space Hulk.
Here are the combatant?s stats:
Space Marine Terminator
AcPo: 4
BRB: 0
CCD: 4
CHT: 4
HP: 1
AS: 2+/5+
LD: 9
CCA: ?Parry?
Special Rules (SR): Heavy Movement.
Storm Bolter
Rng: 24 BD: 2 AP: 5 HT: 1 AcPo: 1
BSR: Assault, Overwatch, Sus-fire, Overkill.
Power Fist
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Negates Close Combat Abilities
Re-roll all failed CCD once (Successes do not have to be Re-rolled)
Note: Cannot Re-roll a ?Parried? dice.
Tyranid Genestealer (Unmodified)
AcPo: 6
BRB: 0
CCD: 6
CHT: 3
HP: 1
AS: 5+
LD: 10
CCA: ?Parry?
Rending Claws
If unit wins close combat and has any CCD results of ?6? target gets no AS, ?Inv Sv? still apply.
Part I
SHOOTING
Astartes turn.
Terminator moves forward 1 square in front of a door for 1 AcPo.
Terminator opens door for 1 AcPo.
Beyond the door is a 4 by 4 Square room, and within it are 2 Genestealers.
One of the Genestealers is to his left within his LOS (Line Of Sight) but not in his Fire-arc (Genestealer 1) the other is within both his LOS and Fire-arc 2 squares ahead of him (Genestealer 2).
The Terminator moves diagonally forward and to the right into the room and fires his Storm bolter using the ?Assault? BSR at Genestealer 2. This costs 1 AcPo.
The player rolls 2 Ballistic die which are D6?s with three ?Miss? results and 1 2 3 on the other sides. The weapon is a HT: 1 which means if any 2?s or 3?s are rolled they count as ?miss? results. But 1 is a hit.
Designer note: I modified the Sustained Fire dice from Space Hulk 2nd Ed for Ballistic dice. Also the ?Red? dice from ?Space Crusade? are perfect.
The Player Scores two 1 results. The fist hit killing the stealer as the Storm bolters AP is equal to it?s AS (Like 40k) and destroys it?s 1 HP, the second hit is allocated to the door on the other side of the room as stealer 1 is still out of his Fire-arc. The door fails its 6+ ?Inv Sv? and is destroyed (removed).
Note: a weapon without ?Overkill? would have only scored 1 hit regardless of successes on BD.
The Terminator turns 90 degrees to his left and fires his Storm bolter using the ?Assault? BSR at stealer 1. This cost one AcPo.
Note: turning 90 degrees is free for a normal unit like a Space Marine in Power Armour or a Genestealer, but this free turn can only be done as a Starting move or after an AcPo has been spent. But for a unit with SR: ?Heavy Movement? it cost 1 AcPo. Note that Heavy Movement Unit?s cannot move sideways like normal units.
The Player scores no successes, and is now out of AcPo.
Part II
CLOSE COMBAT
Genestealer Turn.
Stealer 1 is facing the Terminator and is 2 squares away.
The Stealer moves forward 1 square for 1 AcPo.
The Stealer moves forward into the square in front of the Terminator into ?<st1:place><st1
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Note: Only Ballistic weapons with BSR ?Assault? can be fired at ?<st1:place><st1
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As the stealer is within ?Close Combat Range? (Non-diagonal Base to Base Contact) and facing its Target it can ?Engage Close Combat?, as the engager it also gets + 1 die to its CCD pool (But only for the fist round of the engagement). This costs 1 AcPo.
Now that Close Combat has been ?Engaged? both players roll their CCD using d6?s.
Stealer player rolls 6 + 1 D6?s the Terminator player rolls 4 D6?s.
The Stealers CHT is 3 which means it needs to roll 3 or higher for a success.
The Terminators CHT is 4.
Both players roll.
The Stealer gets 2 3* 5* 1 3* 2 1, scoring 3 successes.
The Terminator gets 4* 6* (3 Re-rolled to 5)* 5*, scoring 4 successes.
Now the Units use CCA to modify their rolls.
The Terminator and the stealer have ?Parry? which allows them to Re-roll one of their opponents CCD. Normally as they both have it they would nullify each other and not be used.
But the Terminator has a Power fist, which negates his CCA?s, so the stealer can use its CCA ?Parry?. It Re-rolls the Terminators 6 result to a 2.
Now they are both on 3 Successes each and it?s a draw. Resulting in neither unit destroying the other.
Note: If a Unit is engaged from the side or the rear it can still roll its CCD, but if it wins the close combat it does not cause a wound to its attacker but counts the Close Combat as a draw. Also the unit can turn for free to face the Engager on the next round of close combat.
The stealer spends 1 AcPo to continue Close Combat.
Note: Once two units are ?Engaged? the only way to ?Disengage? Close Combat is to spend AcPo to move out of ?<st1:place><st1
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Both players roll CCD again.
Stealer rolls 2 5* 2 3* 6* 1, scoring 3 successes, one of them a ?Rending? success.
Terminator rolls (2 Re-rolled to a 5*) 4* (3 Re-rolled to a 6*) 6*, scoring 4 successes.
Stealer uses ?Parry? on the Terminators 6 and rolls a 5.
The Terminator has 1 more success and is the winner of Close Combat.
The Stealer cannot use its AS against the power fist and is destroyed.
Close Combat is disengaged.
Side Note: Units cannot fire at ?engaged? units if one of the combatants is a friendly unit.
Well I hope this gives you an Idea of what SHI is like and how its still in some ways like Space Hulk.